L L4D2node

COverlayMgr::AddFragmentToFragmentList

0x001d41d0 · 261 bytes · __thiscall

_ZN11COverlayMgr25AddFragmentToFragmentListEi

Decompiled

undefined (2 params)

/* COverlayMgr::AddFragmentToFragmentList(int) */

uint __thiscall COverlayMgr::AddFragmentToFragmentList(COverlayMgr *this,int param_1)

{
  uint uVar1;
  int iVar2;
  undefined4 *puVar3;
  undefined4 *puVar4;
  int iVar5;
  
  uVar1 = CUtlLinkedList<moverlayfragment_t,unsigned_short,true,unsigned_short,CUtlMemory<UtlLinkedListElem_t<moverlayfragment_t,unsigned_short>,unsigned_short>>
          ::Alloc((CUtlLinkedList<moverlayfragment_t,unsigned_short,true,unsigned_short,CUtlMemory<UtlLinkedListElem_t<moverlayfragment_t,unsigned_short>,unsigned_short>>
                   *)(this + 0x3c),true);
  puVar4 = (undefined4 *)((uVar1 & 0xffff) * 0x2c + *(int *)(this + 0x3c));
  puVar4[1] = 0;
  puVar4[2] = 0xffffffff;
  *puVar4 = 0xffffffff;
  *(undefined2 *)((int)puVar4 + 0xe) = 0xffff;
  *(undefined2 *)(puVar4 + 3) = 0xffff;
  if (0 < param_1) {
    puVar4[7] = 0;
    CUtlVector<overlayvert_t,CUtlMemory<overlayvert_t,int>>::GrowVector
              ((CUtlVector<overlayvert_t,CUtlMemory<overlayvert_t,int>> *)(puVar4 + 4),param_1);
    iVar5 = 0;
    CUtlVector<overlayvert_t,CUtlMemory<overlayvert_t,int>>::ShiftElementsRight
              ((CUtlVector<overlayvert_t,CUtlMemory<overlayvert_t,int>> *)(puVar4 + 4),0,param_1);
    iVar2 = 0;
    do {
      puVar3 = (undefined4 *)(iVar2 + puVar4[4]);
      if (puVar3 != (undefined4 *)0x0) {
        *puVar3 = 0;
        puVar3[1] = 0;
        puVar3[2] = 0;
        puVar3[3] = 0;
        puVar3[4] = 0;
        puVar3[5] = 0;
        puVar3[6] = 0;
        puVar3[7] = 0;
        puVar3[8] = 0;
        puVar3[9] = 0;
        puVar3[0xb] = 0;
        puVar3[10] = 0;
        puVar3[0xc] = 0xffffffff;
      }
      iVar5 = iVar5 + 1;
      iVar2 = iVar2 + 0x34;
    } while (iVar5 != param_1);
  }
  return uVar1;
}

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)