CStringPool::Allocate
0x00b7a2b0 · 94 bytes · __thiscall
_ZN11CStringPool8AllocateEPKc
Decompiled
undefined (2 params)
/* CStringPool::Allocate(char const*) */
char * __thiscall CStringPool::Allocate(CStringPool *this,char *param_1)
{
ushort uVar1;
char *pcVar2;
char *local_10;
uVar1 = CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::Find((CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
*)this,¶m_1);
if (uVar1 != 0xffff) {
return *(char **)(*(int *)(this + 4) + (uint)uVar1 * 0xc + 8);
}
pcVar2 = strdup(param_1);
local_10 = pcVar2;
CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::Insert((CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
*)this,&local_10);
return pcVar2;
}
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.