L L4D2node

CInfoLadderDismount::DrawDebugGeometryOverlays

0x0044e410 · 165 bytes · __thiscall

_ZN19CInfoLadderDismount25DrawDebugGeometryOverlaysEv

Decompiled

undefined (1 param)

/* CInfoLadderDismount::DrawDebugGeometryOverlays() */

void __thiscall CInfoLadderDismount::DrawDebugGeometryOverlays(CInfoLadderDismount *this)

{
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  CBaseEntity::DrawDebugGeometryOverlays((CBaseEntity *)this);
  if (*(int *)(developer._28_4_ + 0x30) != 0) {
    local_18 = 0x41800000;
    local_14 = 0x41800000;
    local_10 = 0x41000000;
    local_24 = 0xc1800000;
    local_20 = 0xc1800000;
    local_1c = 0;
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    NDebugOverlay::Box((Vector *)(this + 0x2e0),(Vector *)&local_24,(Vector *)&local_18,0x7f,0x7f,
                       0x7f,0x7f,0.0);
  }
  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)