L L4D2node

AllocPooledString

0x00464c70 · 78 bytes · __cdecl

_Z17AllocPooledStringPKc

Decompiled

undefined (1 param)

/* AllocPooledString(char const*) */

char * AllocPooledString(char *param_1)

{
  char *pcVar1;
  char *pcVar2;
  char *in_stack_00000008;
  
  if ((in_stack_00000008 != (char *)0x0) && (*in_stack_00000008 != '\0')) {
    pcVar1 = (char *)CStringPool::Allocate((CStringPool *)(g_GameStringPool + 4),in_stack_00000008);
    pcVar2 = (char *)0x0;
    if ((pcVar1 != (char *)0x0) && (*pcVar1 != '\0')) {
      pcVar2 = pcVar1;
    }
    *(char **)param_1 = pcVar2;
    return param_1;
  }
  param_1[0] = '\0';
  param_1[1] = '\0';
  param_1[2] = '\0';
  param_1[3] = '\0';
  return param_1;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)