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 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.