L L4D2node

CBoneList::Alloc

0x005a59c0 · 46 bytes · __cdecl

_ZN9CBoneList5AllocEv

Decompiled

undefined (0 params)

/* CBoneList::Alloc() */

CBoneList * CBoneList::Alloc(void)

{
  CBoneList *this;
  
  this = ::operator_new(0xe04);
                    /* try { // try from 005a59d9 to 005a59dd has its CatchHandler @ 005a59ee */
  CBoneList(this);
  if (this != (CBoneList *)0x0) {
    *this = (CBoneList)((byte)*this | 1);
  }
  return this;
}

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)