L L4D2node

COverlayMgr::Surf_PostClipFragment

0x001cfe70 · 5 bytes · __cdecl

_ZN11COverlayMgr21Surf_PostClipFragmentEP10moverlay_tR18moverlayfragment_tP11msurface2_t

Decompiled

undefined (3 params)

/* COverlayMgr::Surf_PostClipFragment(moverlay_t*, moverlayfragment_t&, msurface2_t*) */

void COverlayMgr::Surf_PostClipFragment
               (moverlay_t *param_1,moverlayfragment_t *param_2,msurface2_t *param_3)

{
  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)