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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.