COverlayMgr::AddFragmentToFragmentList
0x001d42e0 · 107 bytes · __thiscall
_ZN11COverlayMgr25AddFragmentToFragmentListEP18moverlayfragment_t
Decompiled
undefined (2 params)
/* COverlayMgr::AddFragmentToFragmentList(moverlayfragment_t*) */
uint __thiscall
COverlayMgr::AddFragmentToFragmentList(COverlayMgr *this,moverlayfragment_t *param_1)
{
uint uVar1;
int iVar2;
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);
iVar2 = (uVar1 & 0xffff) * 0x2c + *(int *)(this + 0x3c);
*(undefined4 *)(iVar2 + 4) = *(undefined4 *)(param_1 + 4);
*(undefined4 *)(iVar2 + 8) = *(undefined4 *)(param_1 + 8);
*(undefined4 *)(iVar2 + 0x24) = *(undefined4 *)(param_1 + 0x24);
CUtlVector<overlayvert_t,CUtlMemory<overlayvert_t,int>>::CopyArray
((CUtlVector<overlayvert_t,CUtlMemory<overlayvert_t,int>> *)(iVar2 + 0x10),
*(overlayvert_t **)(param_1 + 0x10),*(int *)(param_1 + 0x1c));
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.