L L4D2node

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 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)