L L4D2node

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 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)