COverlayMgr::ClearRenderLists
0x001cf830 · 111 bytes · __thiscall
_ZN11COverlayMgr16ClearRenderListsEv
Decompiled
undefined (1 param)
/* COverlayMgr::ClearRenderLists() */
void __thiscall COverlayMgr::ClearRenderLists(COverlayMgr *this)
{
int iVar1;
int iVar2;
float fVar3;
float fVar4;
iVar1 = 0;
do {
iVar2 = iVar1 + 1;
(**(code **)(*(int *)this + 0x14))(this,iVar1);
iVar1 = iVar2;
} while (iVar2 != 4);
if (*(int *)(r_overlayfadeenable._28_4_ + 0x30) != 0) {
fVar3 = *(float *)(r_overlayfademin._28_4_ + 0x2c) * *(float *)(r_overlayfademin._28_4_ + 0x2c);
fVar4 = *(float *)(r_overlayfademax._28_4_ + 0x2c);
*(float *)(this + 0x74) = fVar3;
fVar4 = fVar4 * fVar4;
*(float *)(this + 0x78) = fVar4;
*(float *)(this + 0x7c) = 1.0 / (fVar4 - fVar3);
}
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.