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 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.