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 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.