L L4D2node

COverlayMgr::CreateTempFragment

0x001d2520 · 242 bytes · __thiscall

_ZN11COverlayMgr18CreateTempFragmentEi

Decompiled

undefined (2 params)

/* COverlayMgr::CreateTempFragment(int) */

void __thiscall COverlayMgr::CreateTempFragment(COverlayMgr *this,int param_1)

{
  void *pvVar1;
  int iVar2;
  undefined4 *puVar3;
  int iVar4;
  
  pvVar1 = operator_new(0x28);
  *(undefined4 *)((int)pvVar1 + 0x10) = 0;
  *(undefined4 *)((int)pvVar1 + 0x14) = 0;
  *(undefined4 *)((int)pvVar1 + 0x18) = 0;
  *(undefined4 *)((int)pvVar1 + 0x1c) = 0;
  *(undefined4 *)((int)pvVar1 + 0x20) = 0;
  *(undefined4 *)((int)pvVar1 + 4) = 0;
  *(undefined4 *)((int)pvVar1 + 8) = 0xffffffff;
  if (0 < param_1) {
    CUtlVector<overlayvert_t,CUtlMemory<overlayvert_t,int>>::GrowVector
              ((CUtlVector<overlayvert_t,CUtlMemory<overlayvert_t,int>> *)((int)pvVar1 + 0x10),
               param_1);
    CUtlVector<overlayvert_t,CUtlMemory<overlayvert_t,int>>::ShiftElementsRight
              ((CUtlVector<overlayvert_t,CUtlMemory<overlayvert_t,int>> *)((int)pvVar1 + 0x10),0,
               param_1);
    iVar2 = 0;
    iVar4 = 0;
    do {
      puVar3 = (undefined4 *)(iVar2 + *(int *)((int)pvVar1 + 0x10));
      if (puVar3 != (undefined4 *)0x0) {
        *puVar3 = 0;
        puVar3[1] = 0;
        puVar3[2] = 0;
        puVar3[3] = 0;
        puVar3[4] = 0;
        puVar3[5] = 0;
        puVar3[6] = 0;
        puVar3[7] = 0;
        puVar3[8] = 0;
        puVar3[9] = 0;
        puVar3[0xb] = 0;
        puVar3[10] = 0;
        puVar3[0xc] = 0xffffffff;
      }
      iVar4 = iVar4 + 1;
      iVar2 = iVar2 + 0x34;
    } while (iVar4 != 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)