CBeam::DrawDebugTextOverlays
0x00425110 · 487 bytes · __thiscall
_ZN5CBeam21DrawDebugTextOverlaysEv
Decompiled
undefined (1 param)
/* CBeam::DrawDebugTextOverlays() */
int __thiscall CBeam::DrawDebugTextOverlays(CBeam *this)
{
int iVar1;
int iVar2;
int in_GS_OFFSET;
double dVar3;
double dVar4;
char local_220 [512];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
iVar2 = CBaseEntity::DrawDebugTextOverlays((CBaseEntity *)this);
if (((byte)this[0x110] & 1) == 0) goto LAB_00425260;
if (((byte)this[0x14d] & 8) == 0) {
dVar4 = (double)*(float *)(this + 0x2e8);
LAB_00425159:
dVar3 = (double)*(float *)(this + 0x2e4);
}
else {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
dVar4 = (double)*(float *)(this + 0x2e8);
if (((byte)this[0x14d] & 8) == 0) goto LAB_00425159;
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
dVar3 = (double)*(float *)(this + 0x2e4);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
}
V_snprintf(local_220,0x200,"start: (%.2f,%.2f,%.2f)",(double)*(float *)(this + 0x2e0),dVar3,dVar4)
;
CBaseEntity::EntityText((CBaseEntity *)this,iVar2,local_220,0.0,0xff,0xff,0xff,0xff);
V_snprintf(local_220,0x200,"end : (%.2f,%.2f,%.2f)",(double)*(float *)(this + 0x4d0),
(double)*(float *)(this + 0x4d4),(double)*(float *)(this + 0x4d8));
iVar1 = iVar2 + 1;
iVar2 = iVar2 + 2;
CBaseEntity::EntityText((CBaseEntity *)this,iVar1,local_220,0.0,0xff,0xff,0xff,0xff);
LAB_00425260:
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return iVar2;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.