COverlayMgr::Disp_PostClipFragment
0x001cfee0 · 5 bytes · __cdecl
_ZN11COverlayMgr21Disp_PostClipFragmentEP9CDispInfoP11CMeshReaderP10moverlay_tR10CUtlVectorIP18moverlayfragment_t10CUtlMemoryIS8_iEEP11msurface2_t
Decompiled
undefined (5 params)
/* COverlayMgr::Disp_PostClipFragment(CDispInfo*, CMeshReader*, moverlay_t*,
CUtlVector<moverlayfragment_t*, CUtlMemory<moverlayfragment_t*, int> >&, msurface2_t*) */
void COverlayMgr::Disp_PostClipFragment
(CDispInfo *param_1,CMeshReader *param_2,moverlay_t *param_3,CUtlVector *param_4,
msurface2_t *param_5)
{
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.