CNavVectorNoEditAllocator::Realloc
0x006fa3b0 · 142 bytes · __cdecl
_ZN25CNavVectorNoEditAllocator7ReallocEPvj
Decompiled
undefined (2 params)
/* CNavVectorNoEditAllocator::Realloc(void*, unsigned int) */
void * CNavVectorNoEditAllocator::Realloc(void *param_1,uint param_2)
{
uint uVar1;
char cVar2;
if (param_1 != m_pCurrent) {
Error("Nav mesh cannot be mutated after load\n");
}
if (m_nBytesCurrent < param_2) {
uVar1 = DAT_00fe5c88;
if (param_2 - m_nBytesCurrent != 0) {
uVar1 = -DAT_00fe5c88 & (param_2 - m_nBytesCurrent) + -1 + DAT_00fe5c88;
}
uVar1 = uVar1 + m_memory;
if ((DAT_00fe5c74 < uVar1) &&
(cVar2 = CMemoryStack::CommitTo((uchar *)&m_memory), cVar2 == '\0')) {
uVar1 = m_memory;
}
m_memory = uVar1;
m_nBytesCurrent = param_2;
}
return m_pCurrent;
}
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.