L L4D2node

COverlayMgr::SetOverlayBindProxy

0x001cf7e0 · 31 bytes · __thiscall

_ZN11COverlayMgr19SetOverlayBindProxyEiPv

Decompiled

undefined (3 params)

/* COverlayMgr::SetOverlayBindProxy(int, void*) */

void __thiscall COverlayMgr::SetOverlayBindProxy(COverlayMgr *this,int param_1,void *param_2)

{
  int iVar1;
  
  iVar1 = param_1 * 0xa8 + *(int *)(this + 0x28);
  if (iVar1 != 0) {
    *(void **)(iVar1 + 0x90) = param_2;
  }
  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)