L L4D2node

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 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)