entitem_t::operator.new
0x0063e810 · 22 bytes · __cdecl
_ZN9entitem_tnwEjiPKci
Decompiled
void * (4 params)
/* entitem_t::operator new(unsigned int, int, char const*, int) */
void * entitem_t::operator_new(uint param_1,int param_2,char *param_3,int param_4)
{
void *pvVar1;
pvVar1 = (void *)CUtlMemoryPool::Alloc((CUtlMemoryPool *)g_EntListMemPool,param_1);
return pvVar1;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.