L L4D2node

NDebugOverlay::EntityText

0x004434d0 · 226 bytes · __cdecl

_ZN13NDebugOverlay10EntityTextEiiPKcfiiii

Decompiled

undefined (8 params)

/* NDebugOverlay::EntityText(int, int, char const*, float, int, int, int, int) */

void NDebugOverlay::EntityText
               (int param_1,int param_2,char *param_3,float param_4,int param_5,int param_6,
               int param_7,int param_8)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  float fVar5;
  
  if (debugoverlay != (undefined4 *)0x0) {
    iVar4 = 0xff;
    fVar5 = (float)param_8 * 255.0;
    if (fVar5 <= 255.0) {
      if (fVar5 <= 0.0) {
        fVar5 = 0.0;
      }
      iVar4 = (int)fVar5;
    }
    iVar3 = 0xff;
    fVar5 = (float)param_7 * 255.0;
    if (fVar5 <= 255.0) {
      if (fVar5 <= 0.0) {
        fVar5 = 0.0;
      }
      iVar3 = (int)fVar5;
    }
    iVar2 = 0xff;
    fVar5 = (float)param_6 * 255.0;
    if (fVar5 <= 255.0) {
      if (fVar5 <= 0.0) {
        fVar5 = 0.0;
      }
      iVar2 = (int)fVar5;
    }
    iVar1 = 0xff;
    fVar5 = (float)param_5 * 255.0;
    if (fVar5 <= 255.0) {
      if (fVar5 <= 0.0) {
        fVar5 = 0.0;
      }
      iVar1 = (int)fVar5;
    }
    (**(code **)*debugoverlay)(debugoverlay,param_1,param_2,param_4,iVar1,iVar2,iVar3,iVar4,param_3)
    ;
  }
  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)