L L4D2node

COverlayMgr::DestroyTempFragment

0x001d21c0 · 68 bytes · __thiscall

_ZN11COverlayMgr19DestroyTempFragmentEP18moverlayfragment_t

Decompiled

undefined (2 params)

/* COverlayMgr::DestroyTempFragment(moverlayfragment_t*) */

void __thiscall COverlayMgr::DestroyTempFragment(COverlayMgr *this,moverlayfragment_t *param_1)

{
  if (param_1 != (moverlayfragment_t *)0x0) {
    *(undefined4 *)(param_1 + 0x1c) = 0;
    CUtlMemory<overlayvert_t,int>::Purge((CUtlMemory<overlayvert_t,int> *)(param_1 + 0x10));
    *(undefined4 *)(param_1 + 0x20) = *(undefined4 *)(param_1 + 0x10);
    CUtlMemory<overlayvert_t,int>::Purge((CUtlMemory<overlayvert_t,int> *)(param_1 + 0x10));
    operator_delete(param_1);
    return;
  }
  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)