L L4D2node

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 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)