L L4D2node

CDmxAttribute::AllocateDataMemory

0x00be10e0 · 49 bytes · __thiscall

_ZN13CDmxAttribute18AllocateDataMemoryE17DmAttributeType_t

Decompiled

undefined (2 params)

/* CDmxAttribute::AllocateDataMemory(DmAttributeType_t) */

void __thiscall CDmxAttribute::AllocateDataMemory(CDmxAttribute *this,int param_2)

{
  uint uVar1;
  undefined4 uVar2;
  
  FreeDataMemory(this);
  uVar1 = *(uint *)(s_pAttributeSize + param_2 * 4);
  *(int *)this = param_2;
  uVar2 = DMXAlloc(uVar1);
  *(undefined4 *)(this + 8) = uVar2;
  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)