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 intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.