COverlayMgr::Disp_CreateFragments
0x001d3b90 · 200 bytes · __thiscall
_ZN11COverlayMgr20Disp_CreateFragmentsEP10moverlay_tP11msurface2_t
Decompiled
undefined (3 params)
/* COverlayMgr::Disp_CreateFragments(moverlay_t*, msurface2_t*) */
void __thiscall
COverlayMgr::Disp_CreateFragments(COverlayMgr *this,moverlay_t *param_1,msurface2_t *param_2)
{
undefined4 *puVar1;
char cVar2;
int iVar3;
int iVar4;
int local_30 [8];
local_30[0] = 0;
local_30[1] = 0;
local_30[2] = 0;
local_30[3] = 0;
local_30[4] = 0;
/* try { // try from 001d3bd7 to 001d3bf9 has its CatchHandler @ 001d3c58 */
cVar2 = Disp_PreClipFragment(this,param_1,(CUtlVector *)local_30,param_2);
if ((cVar2 != '\0') && (*(CDispInfo **)(param_2 + 0x18) != (CDispInfo *)0x0)) {
Disp_ClipFragment(this,*(CDispInfo **)(param_2 + 0x18),(CUtlVector *)local_30);
}
iVar3 = local_30[3] + -1;
iVar4 = iVar3 * 4;
if (-1 < iVar3) {
do {
iVar3 = iVar3 + -1;
puVar1 = (undefined4 *)(local_30[0] + iVar4);
iVar4 = iVar4 + -4;
DestroyTempFragment(this,(moverlayfragment_t *)*puVar1);
} while (iVar3 != -1);
}
local_30[3] = 0;
CUtlMemory<moverlayfragment_t*,int>::Purge((CUtlMemory<moverlayfragment_t*,int> *)local_30);
local_30[4] = local_30[0];
CUtlMemory<moverlayfragment_t*,int>::Purge((CUtlMemory<moverlayfragment_t*,int> *)local_30);
return;
}
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.