L L4D2node

COverlayMgr::GetMaterialSortID

0x001d4350 · 183 bytes · __thiscall

_ZN11COverlayMgr17GetMaterialSortIDEP9IMateriali

Decompiled

undefined (3 params)

/* COverlayMgr::GetMaterialSortID(IMaterial*, int) */

uint __thiscall COverlayMgr::GetMaterialSortID(COverlayMgr *this,IMaterial *param_1,int param_2)

{
  ushort uVar1;
  uint uVar2;
  int iVar3;
  int *piVar4;
  undefined4 *puVar5;
  
  uVar1 = *(ushort *)(this + 0x18);
  if (uVar1 != 0xffff) {
    do {
      piVar4 = (int *)((uint)uVar1 * 0x30 + *(int *)(this + 0xc));
      if (((IMaterial *)*piVar4 == param_1) && (piVar4[1] == param_2)) {
        *(short *)(piVar4 + 10) = (short)piVar4[10] + 1;
        return (uint)uVar1;
      }
      uVar1 = *(ushort *)((int)piVar4 + 0x2e);
    } while (uVar1 != 0xffff);
  }
  uVar2 = CUtlLinkedList<COverlayMgr::RenderQueueHead_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<COverlayMgr::RenderQueueHead_t,unsigned_short>,unsigned_short>>
          ::InsertBefore((CUtlLinkedList<COverlayMgr::RenderQueueHead_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<COverlayMgr::RenderQueueHead_t,unsigned_short>,unsigned_short>>
                          *)(this + 0xc),0xffff);
  puVar5 = (undefined4 *)((uVar2 & 0xffff) * 0x30 + *(int *)(this + 0xc));
  *(undefined2 *)(puVar5 + 10) = 1;
  iVar3 = 0;
  *puVar5 = param_1;
  puVar5[1] = param_2;
  do {
    iVar3 = iVar3 + 1;
    *(undefined2 *)(puVar5 + 2) = 0xffff;
    *(undefined2 *)((int)puVar5 + 10) = 0xffff;
    *(undefined2 *)(puVar5 + 3) = 0;
    *(undefined2 *)((int)puVar5 + 0xe) = 0;
    puVar5 = puVar5 + 2;
  } while (iVar3 != 4);
  (**(code **)(*(int *)param_1 + 0x30))(param_1);
  return uVar2 & 0xffff;
}

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)