L L4D2node

COverlayMgr::Disp_ClipFragment

0x001d2f00 · 385 bytes · __thiscall

_ZN11COverlayMgr17Disp_ClipFragmentEP9CDispInfoR10CUtlVectorIP18moverlayfragment_t10CUtlMemoryIS4_iEE

Decompiled

undefined (3 params)

/* COverlayMgr::Disp_ClipFragment(CDispInfo*, CUtlVector<moverlayfragment_t*,
   CUtlMemory<moverlayfragment_t*, int> >&) */

void __thiscall
COverlayMgr::Disp_ClipFragment(COverlayMgr *this,CDispInfo *param_1,CUtlVector *param_2)

{
  int iVar1;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  
  iVar1 = (**(code **)(*(int *)param_1 + 0x48))(param_1);
  local_2c = 0;
  iVar1 = 1 << ((byte)*(undefined4 *)(iVar1 + 0x1c) & 0x1f);
  local_30 = 0x3f800000;
  local_28 = 0;
  Disp_DoClip(this,param_1,param_2,(cplane_t *)&local_30,1.0,iVar1,1,iVar1,1);
  local_2c = 0x3f800000;
  local_30 = 0;
  local_28 = 0;
  Disp_DoClip(this,param_1,param_2,(cplane_t *)&local_30,1.0,iVar1,1,iVar1,1);
  local_30 = 0x3f34fdf4;
  local_2c = 0x3f34fdf4;
  local_28 = 0;
  Disp_DoClip(this,param_1,param_2,(cplane_t *)&local_30,0.707,iVar1,2,iVar1 * 2 + -1,2);
  local_30 = 0xbf34fdf4;
  local_2c = 0x3f34fdf4;
  local_28 = 0;
  Disp_DoClip(this,param_1,param_2,(cplane_t *)&local_30,0.707,iVar1,2 - iVar1,iVar1 + -1,2);
  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)