L L4D2node

NDebugOverlay::EntityBounds

0x00442dc0 · 161 bytes · __cdecl

_ZN13NDebugOverlay12EntityBoundsEPK11CBaseEntityiiiif

Decompiled

undefined (6 params)

/* NDebugOverlay::EntityBounds(CBaseEntity const*, int, int, int, int, float) */

void NDebugOverlay::EntityBounds
               (CBaseEntity *param_1,int param_2,int param_3,int param_4,int param_5,float param_6)

{
  CBaseEntity *pCVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  
  pCVar1 = param_1 + 0x194;
  uVar2 = (**(code **)(*(int *)(param_1 + 0x194) + 0x24))(pCVar1);
  uVar3 = (**(code **)(*(int *)(param_1 + 0x194) + 8))(pCVar1);
  uVar4 = (**(code **)(*(int *)(param_1 + 0x194) + 4))(pCVar1);
  uVar5 = (**(code **)(*(int *)(param_1 + 0x194) + 0x20))(pCVar1);
  if (debugoverlay != (int *)0x0) {
    (**(code **)(*debugoverlay + 4))
              (debugoverlay,uVar5,uVar4,uVar3,uVar2,param_2,param_3,param_4,param_5,param_6);
  }
  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)