L L4D2node

COverlayMgr::ClearRenderLists

0x001cf760 · 107 bytes · __thiscall

_ZN11COverlayMgr16ClearRenderListsEi

Decompiled

undefined (2 params)

/* COverlayMgr::ClearRenderLists(int) */

void __thiscall COverlayMgr::ClearRenderLists(COverlayMgr *this,int param_1)

{
  ushort uVar1;
  int iVar2;
  
  g_OverlayRenderFrameID = g_OverlayRenderFrameID + 1;
  uVar1 = *(ushort *)(this + param_1 * 2 + 4);
  while (uVar1 != 0xffff) {
    iVar2 = (uint)uVar1 * 0x30 + *(int *)(this + 0xc) + param_1 * 8;
    uVar1 = *(ushort *)(iVar2 + 10);
    *(undefined2 *)(iVar2 + 0xc) = 0;
    *(undefined2 *)(iVar2 + 0xe) = 0;
    *(undefined2 *)(iVar2 + 8) = 0xffff;
    *(undefined2 *)(iVar2 + 10) = 0xffff;
  }
  *(undefined2 *)(this + param_1 * 2 + 4) = 0xffff;
  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)