L L4D2node

COverlayMgr::CopyTempFragment

0x001d27b0 · 106 bytes · __thiscall

_ZN11COverlayMgr16CopyTempFragmentEP18moverlayfragment_t

Decompiled

undefined (2 params)

/* COverlayMgr::CopyTempFragment(moverlayfragment_t*) */

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

{
  void *pvVar1;
  
  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) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)((int)pvVar1 + 8) = *(undefined4 *)(param_1 + 8);
  CUtlVector<overlayvert_t,CUtlMemory<overlayvert_t,int>>::CopyArray
            ((CUtlVector<overlayvert_t,CUtlMemory<overlayvert_t,int>> *)((int)pvVar1 + 0x10),
             *(overlayvert_t **)(param_1 + 0x10),*(int *)(param_1 + 0x1c));
  return pvVar1;
}

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)