L L4D2node

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 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)