L L4D2node

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 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)