L L4D2node

DMXAlloc

0x00be84d0 · 102 bytes · __cdecl

_Z8DMXAllocj

Decompiled

undefined (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* DMXAlloc(unsigned int) */

int DMXAlloc(uint param_1)

{
  int iVar1;
  char cVar2;
  uint uVar3;
  
  iVar1 = s_DMXAllocator;
  if (s_bInDMXContext == 0) {
    return 0;
  }
  uVar3 = _DAT_0105b650;
  if (param_1 != 0) {
    uVar3 = -_DAT_0105b650 & (_DAT_0105b650 - 1) + param_1;
  }
  uVar3 = s_DMXAllocator + uVar3;
  if ((DAT_0105b63c < uVar3) &&
     (cVar2 = CMemoryStack::CommitTo((uchar *)&s_DMXAllocator), cVar2 == '\0')) {
    return 0;
  }
  s_DMXAllocator = uVar3;
  return iVar1;
}

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)