L L4D2node

AllocString

0x00b7d320 · 94 bytes · __cdecl

_Z11AllocStringPKci

Decompiled

undefined (2 params)

/* AllocString(char const*, int) */

char * AllocString(char *param_1,int param_2)

{
  size_t sVar1;
  char *__dest;
  uint __n;
  
  if (param_2 == -1) {
    sVar1 = strlen(param_1);
    __n = sVar1 + 1;
  }
  else {
    sVar1 = strlen(param_1);
    __n = sVar1 + 1;
    if (param_2 <= (int)sVar1) {
      __n = param_2 + 1;
    }
  }
  __dest = operator_new__(__n);
  strncpy(__dest,param_1,__n);
  if (0 < (int)__n) {
    __dest[__n - 1] = '\0';
  }
  return __dest;
}

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)