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#include "pch.h"
#include "memalloc.h"
#include "gameutils.h"
// TODO: rename to malloc and free after removing statically compiled .libs
extern "C" void* _malloc_base(size_t n)
{
// allocate into static buffer if g_pMemAllocSingleton isn't initialised
if (!g_pMemAllocSingleton)
{
InitialiseTier0GameUtilFunctions(GetModuleHandleA("tier0.dll"));
}
return g_pMemAllocSingleton->m_vtable->Alloc(g_pMemAllocSingleton, n);
}
/*extern "C" void* malloc(size_t n)
{
return _malloc_base(n);
}*/
extern "C" void _free_base(void* p)
{
if (!g_pMemAllocSingleton)
{
spdlog::warn("Trying to free something before g_pMemAllocSingleton was ready, this should never happen");
InitialiseTier0GameUtilFunctions(GetModuleHandleA("tier0.dll"));
}
g_pMemAllocSingleton->m_vtable->Free(g_pMemAllocSingleton, p);
}
extern "C" void* _realloc_base(void* oldPtr, size_t size)
{
if (!g_pMemAllocSingleton)
{
InitialiseTier0GameUtilFunctions(GetModuleHandleA("tier0.dll"));
}
return g_pMemAllocSingleton->m_vtable->Realloc(g_pMemAllocSingleton, oldPtr, size);
}
extern "C" void* _calloc_base(size_t n, size_t size)
{
size_t bytes = n * size;
void* memory = _malloc_base(bytes);
if (memory)
{
memset(memory, 0, bytes);
}
return memory;
}
extern "C" char* _strdup_base(const char* src)
{
char* str;
char* p;
int len = 0;
while (src[len])
len++;
str = reinterpret_cast<char*>(_malloc_base(len + 1));
p = str;
while (*src)
*p++ = *src++;
*p = '\0';
return str;
}
void* operator new(size_t n) { return _malloc_base(n); }
void operator delete(void* p) { _free_base(p); } // /FORCE:MULTIPLE
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