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 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.