NDebugOverlay::ScreenTextLine
0x00443a20 · 101 bytes · __cdecl
_ZN13NDebugOverlay14ScreenTextLineEffiPKciiiif
Decompiled
undefined (9 params)
/* NDebugOverlay::ScreenTextLine(float, float, int, char const*, int, int, int, int, float) */
void NDebugOverlay::ScreenTextLine
(float param_1,float param_2,int param_3,char *param_4,int param_5,int param_6,
int param_7,int param_8,float param_9)
{
if (debugoverlay != (int *)0x0) {
(**(code **)(*debugoverlay + 0x1c))
(debugoverlay,param_1,param_2,param_3,param_9,param_5,param_6,param_7,param_8,param_4)
;
}
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.