COverlayMgr::Surf_PreClipFragment
0x001d2620 · 386 bytes · __thiscall
_ZN11COverlayMgr20Surf_PreClipFragmentEP10moverlay_tR18moverlayfragment_tP11msurface2_tS3_
Decompiled
undefined (5 params)
/* COverlayMgr::Surf_PreClipFragment(moverlay_t*, moverlayfragment_t&, msurface2_t*,
moverlayfragment_t&) */
undefined4 __thiscall
COverlayMgr::Surf_PreClipFragment
(COverlayMgr *this,moverlay_t *param_1,moverlayfragment_t *param_2,msurface2_t *param_3,
moverlayfragment_t *param_4)
{
Vector *pVVar1;
int iVar3;
Vector *pVVar4;
int iVar5;
undefined4 *puVar6;
int iVar2;
*(undefined4 *)(param_2 + 0x1c) = 0;
CUtlVector<overlayvert_t,CUtlMemory<overlayvert_t,int>>::GrowVector
((CUtlVector<overlayvert_t,CUtlMemory<overlayvert_t,int>> *)(param_2 + 0x10),4);
CUtlVector<overlayvert_t,CUtlMemory<overlayvert_t,int>>::ShiftElementsRight
((CUtlVector<overlayvert_t,CUtlMemory<overlayvert_t,int>> *)(param_2 + 0x10),0,4);
iVar2 = *(int *)(param_2 + 0x10);
iVar5 = 0;
do {
puVar6 = (undefined4 *)(iVar2 + iVar5);
if (puVar6 != (undefined4 *)0x0) {
*puVar6 = 0;
puVar6[1] = 0;
puVar6[2] = 0;
puVar6[3] = 0;
puVar6[4] = 0;
puVar6[5] = 0;
puVar6[6] = 0;
puVar6[7] = 0;
puVar6[8] = 0;
puVar6[9] = 0;
puVar6[0xb] = 0;
puVar6[10] = 0;
puVar6[0xc] = 0xffffffff;
iVar2 = *(int *)(param_2 + 0x10);
}
iVar5 = iVar5 + 0x34;
} while (iVar5 != 0xd0);
iVar5 = 0;
pVVar4 = (Vector *)(param_1 + 0x30);
while( true ) {
pVVar1 = (Vector *)(iVar2 + iVar5);
iVar5 = iVar5 + 0x34;
Overlay_OverlayUVToOverlayPlane
((Vector *)(param_1 + 0x60),(Vector *)(param_1 + 0x6c),(Vector *)(param_1 + 0x78),
pVVar4,pVVar1);
if (iVar5 == 0xd0) break;
iVar2 = *(int *)(param_2 + 0x10);
pVVar4 = pVVar4 + 0xc;
}
InitTexCoords(this,param_1,param_2);
iVar2 = *(int *)(param_4 + 0x1c);
if (0 < iVar2) {
iVar5 = 0;
do {
iVar3 = iVar5 * 0x34;
iVar5 = iVar5 + 1;
pVVar4 = (Vector *)(iVar3 + *(int *)(param_4 + 0x10));
Overlay_WorldToOverlayPlane
((Vector *)(param_1 + 0x60),(Vector *)(param_1 + 0x84),pVVar4,pVVar4);
} while (iVar5 != iVar2);
}
return 1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.