AddModelDebugOverlay
0x00189ab0 · 267 bytes · __cdecl
_Z20AddModelDebugOverlayRK15DrawModelInfo_tRK18DrawModelResults_tRK6Vector
Decompiled
undefined (3 params)
/* AddModelDebugOverlay(DrawModelInfo_t const&, DrawModelResults_t const&, Vector const&) */
void AddModelDebugOverlay(DrawModelInfo_t *param_1,DrawModelResults_t *param_2,Vector *param_3)
{
undefined4 uVar1;
int iVar2;
undefined4 *puVar3;
int iVar4;
undefined4 *puVar5;
byte bVar6;
bVar6 = 0;
iVar2 = CUtlVector<ModelDebugOverlayData_t,CUtlMemory<ModelDebugOverlayData_t,int>>::InsertBefore
((CUtlVector<ModelDebugOverlayData_t,CUtlMemory<ModelDebugOverlayData_t,int>> *)
&s_SavedModelInfo,DAT_003a55f4);
puVar3 = (undefined4 *)(iVar2 * 0x238 + s_SavedModelInfo);
puVar5 = puVar3;
for (iVar2 = 0x78; iVar2 != 0; iVar2 = iVar2 + -1) {
*puVar5 = *(undefined4 *)param_1;
param_1 = param_1 + (uint)bVar6 * -8 + 4;
puVar5 = puVar5 + (uint)bVar6 * -2 + 1;
}
puVar3[0x78] = *(undefined4 *)param_2;
puVar3[0x79] = *(undefined4 *)(param_2 + 4);
puVar3[0x7a] = *(undefined4 *)(param_2 + 8);
puVar3[0x7b] = *(undefined4 *)(param_2 + 0xc);
puVar3[0x7c] = *(undefined4 *)(param_2 + 0x10);
puVar3[0x7d] = *(undefined4 *)(param_2 + 0x14);
puVar3[0x7e] = *(undefined4 *)(param_2 + 0x18);
uVar1 = *(undefined4 *)(param_2 + 0x20);
puVar3[0x7f] = *(undefined4 *)(param_2 + 0x1c);
puVar3[0x80] = uVar1;
iVar2 = *(int *)(param_2 + 0x44);
puVar3[0x89] = 0;
if (iVar2 != 0) {
puVar3[0x89] = iVar2;
puVar3[0x8a] = puVar3 + 0x81;
if (0 < iVar2) {
iVar4 = 0;
do {
(puVar3 + 0x81)[iVar4] = *(undefined4 *)(param_2 + iVar4 * 4 + 0x24);
iVar4 = iVar4 + 1;
} while (iVar4 != iVar2);
}
}
puVar3[0x8b] = *(undefined4 *)param_3;
puVar3[0x8c] = *(undefined4 *)(param_3 + 4);
puVar3[0x8d] = *(undefined4 *)(param_3 + 8);
return;
}
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.