L L4D2node

CVoxelTree::DrawDebugOverlays

0x001df110 · 146 bytes · __thiscall

_ZN10CVoxelTree17DrawDebugOverlaysEv

Decompiled

undefined (1 param)

/* CVoxelTree::DrawDebugOverlays() */

void __thiscall CVoxelTree::DrawDebugOverlays(CVoxelTree *this)

{
  int iVar1;
  float fVar2;
  int iVar3;
  int iVar4;
  
  iVar1 = *(int *)(r_partition_level._28_4_ + 0x30);
  if (iVar1 < 0) {
    return;
  }
  iVar4 = 0;
  iVar3 = 0;
  CThreadSpinRWLock::LockForRead();
  if (0 < *(int *)(this + 4)) {
    do {
      while (iVar1 != iVar3) {
        iVar3 = iVar3 + 1;
        iVar4 = iVar4 + 0x1050;
        if (*(int *)(this + 4) <= iVar3) goto LAB_001df18b;
      }
      iVar3 = iVar3 + 1;
      fVar2 = (float)(*(int *)(this + 8) + iVar4);
      iVar4 = iVar4 + 0x1050;
      CVoxelHash::RenderAllObjectsInTree(fVar2);
    } while (iVar3 < *(int *)(this + 4));
  }
LAB_001df18b:
  CThreadSpinRWLock::UnlockRead();
  return;
}

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)