COverlayMgr::CleanupMaterial
0x001d2160 · 91 bytes · __thiscall
_ZN11COverlayMgr15CleanupMaterialEt
Decompiled
undefined (2 params)
/* COverlayMgr::CleanupMaterial(unsigned short) */
void __thiscall COverlayMgr::CleanupMaterial(COverlayMgr *this,ushort param_1)
{
short *psVar1;
int *piVar2;
undefined4 *puVar3;
puVar3 = (undefined4 *)(*(int *)(this + 0xc) + (uint)param_1 * 0x30);
psVar1 = (short *)(puVar3 + 10);
*psVar1 = *psVar1 + -1;
if (*psVar1 == 0) {
piVar2 = (int *)*puVar3;
(**(code **)(*piVar2 + 0x34))(piVar2);
CUtlLinkedList<COverlayMgr::RenderQueueHead_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<COverlayMgr::RenderQueueHead_t,unsigned_short>,unsigned_short>>
::Unlink((CUtlLinkedList<COverlayMgr::RenderQueueHead_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<COverlayMgr::RenderQueueHead_t,unsigned_short>,unsigned_short>>
*)(this + 0xc),param_1);
*(undefined2 *)(*(int *)(this + 0xc) + 0x2e + (uint)param_1 * 0x30) =
*(undefined2 *)(this + 0x1c);
*(ushort *)(this + 0x1c) = param_1;
}
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.