COverlayMgr::InitTexCoords
0x001cfef0 · 190 bytes · __thiscall
_ZN11COverlayMgr13InitTexCoordsEP10moverlay_tR18moverlayfragment_t
Decompiled
undefined (3 params)
/* COverlayMgr::InitTexCoords(moverlay_t*, moverlayfragment_t&) */
void __thiscall
COverlayMgr::InitTexCoords(COverlayMgr *this,moverlay_t *param_1,moverlayfragment_t *param_2)
{
undefined4 uVar1;
int iVar2;
iVar2 = *(int *)(param_2 + 0x10);
uVar1 = *(undefined4 *)(param_1 + 0x28);
*(undefined4 *)(iVar2 + 0x18) = *(undefined4 *)(param_1 + 0x20);
*(undefined4 *)(iVar2 + 0x1c) = uVar1;
iVar2 = *(int *)(param_2 + 0x10);
uVar1 = *(undefined4 *)(param_1 + 0x2c);
*(undefined4 *)(iVar2 + 0x4c) = *(undefined4 *)(param_1 + 0x20);
*(undefined4 *)(iVar2 + 0x50) = uVar1;
iVar2 = *(int *)(param_2 + 0x10);
uVar1 = *(undefined4 *)(param_1 + 0x2c);
*(undefined4 *)(iVar2 + 0x80) = *(undefined4 *)(param_1 + 0x24);
*(undefined4 *)(iVar2 + 0x84) = uVar1;
uVar1 = *(undefined4 *)(param_1 + 0x28);
iVar2 = *(int *)(param_2 + 0x10);
*(undefined4 *)(iVar2 + 0xb4) = *(undefined4 *)(param_1 + 0x24);
*(undefined4 *)(iVar2 + 0xb8) = uVar1;
iVar2 = *(int *)(param_2 + 0x10);
*(undefined4 *)(iVar2 + 0x20) = 0;
*(undefined4 *)(iVar2 + 0x24) = 0;
iVar2 = *(int *)(param_2 + 0x10);
*(undefined4 *)(iVar2 + 0x54) = 0;
*(undefined4 *)(iVar2 + 0x58) = 0x3f800000;
iVar2 = *(int *)(param_2 + 0x10);
*(undefined4 *)(iVar2 + 0x88) = 0x3f800000;
*(undefined4 *)(iVar2 + 0x8c) = 0x3f800000;
iVar2 = *(int *)(param_2 + 0x10);
*(undefined4 *)(iVar2 + 0xbc) = 0x3f800000;
*(undefined4 *)(iVar2 + 0xc0) = 0;
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.