L L4D2node

CBaseEntity::operator.new

0x00607170 · 50 bytes · __cdecl

_ZN11CBaseEntitynwEjiPKci

Decompiled

void * (4 params)

/* CBaseEntity::operator new(unsigned int, int, char const*, int) */

void * CBaseEntity::operator_new(uint param_1,int param_2,char *param_3,int param_4)

{
  void *__s;
  
  __s = malloc(param_1);
  memset(__s,0,param_1);
  return __s;
}

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)