L L4D2node

CUtlMemory<scavengelist_t,int>::ConvertToGrowableMemory

0x00963470 · 80 bytes · __thiscall

_ZN10CUtlMemoryI14scavengelist_tiE23ConvertToGrowableMemoryEi.part.90

Decompiled

undefined (2 params)

/* CUtlMemory<scavengelist_t, int>::ConvertToGrowableMemory(int) [clone .part.90] */

void __thiscall
CUtlMemory<scavengelist_t,int>::ConvertToGrowableMemory
          (CUtlMemory<scavengelist_t,int> *this,int param_1)

{
  size_t __size;
  undefined4 *in_EAX;
  void *__dest;
  undefined4 in_EDX;
  
  in_EAX[2] = in_EDX;
  if (in_EAX[1] == 0) {
    *in_EAX = 0;
    return;
  }
  __size = in_EAX[1] * 8;
  __dest = malloc(__size);
  memcpy(__dest,(void *)*in_EAX,__size);
  *in_EAX = __dest;
  return;
}

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)