L L4D2node

CFuncLadder::DrawDebugGeometryOverlays

0x0044f990 · 1096 bytes · __thiscall

_ZN11CFuncLadder25DrawDebugGeometryOverlaysEv

Decompiled

undefined (1 param)

/* CFuncLadder::DrawDebugGeometryOverlays() */

void __thiscall CFuncLadder::DrawDebugGeometryOverlays(CFuncLadder *this)

{
  uint uVar1;
  CBaseEntity *this_00;
  int iVar2;
  undefined *puVar3;
  int iVar4;
  float local_10c;
  float local_108;
  float local_104;
  float local_100;
  float local_fc;
  float local_f8;
  Vector local_f4 [12];
  Vector local_e8 [12];
  undefined4 local_dc;
  undefined4 local_d8;
  undefined4 local_d4;
  float local_cc;
  float local_c8;
  float local_c4;
  undefined4 local_bc;
  undefined4 local_b8;
  undefined4 local_b4;
  float local_ac;
  float local_a8;
  float local_a4;
  float local_9c;
  float local_98;
  float local_94;
  undefined4 local_8c;
  undefined1 local_88;
  undefined1 local_87;
  Vector local_70 [12];
  Vector local_64 [84];
  
  CBaseEntity::DrawDebugGeometryOverlays((CBaseEntity *)this);
  iVar2 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
  local_10c = *(float *)(iVar2 + 0xc);
  local_108 = *(float *)(iVar2 + 0x10);
  local_104 = *(float *)(iVar2 + 0x14);
  iVar2 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
  local_100 = *(float *)(iVar2 + 0x18);
  local_fc = *(float *)(iVar2 + 0x1c);
  local_f8 = *(float *)(iVar2 + 0x20);
  GetTopPosition(this,local_f4);
  GetBottomPosition(this,local_e8);
  NDebugOverlay::Box(local_f4,(Vector *)&local_10c,(Vector *)&local_100,0xff,0,0,0x7f,0.0);
  NDebugOverlay::Box(local_e8,(Vector *)&local_10c,(Vector *)&local_100,0,0,0xff,0x7f,0.0);
  NDebugOverlay::EntityBounds((CBaseEntity *)this,200,0xb4,0x3f,0x3f,0.0);
  local_bc = 0;
  local_87 = 0;
  local_b8 = 0;
  local_b4 = 0;
  local_8c = 0;
  local_9c = (local_100 - local_10c) * 0.5;
  local_98 = (local_fc - local_108) * 0.5;
  local_94 = (local_f8 - local_104) * 0.5;
  local_ac = (local_100 + local_10c) * 0.5;
  local_a4 = (local_f8 + local_104) * 0.5;
  local_a8 = (local_fc + local_108) * 0.5;
  local_c4 = *(float *)(this + 0x474) + local_a4;
  local_cc = *(float *)(this + 0x46c) + local_ac;
  local_ac = -local_ac;
  local_c8 = *(float *)(this + 0x470) + local_a8;
  local_a8 = -local_a8;
  local_88 = local_98 * local_98 + local_9c * local_9c + local_94 * local_94 < 1e-06;
  local_a4 = -local_a4;
  CTraceFilterSimple::CTraceFilterSimple
            ((CTraceFilterSimple *)&local_dc,(IHandleEntity *)0x0,8,
             (_func_bool_IHandleEntity_ptr_int *)0x0);
  (**(code **)(*enginetrace + 0x14))
            (enginetrace,&local_cc,0x1400b,(CTraceFilterSimple *)&local_dc,local_70);
  if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
    DebugDrawLine(local_70,local_64,0xff,0xff,0,true,-1.0);
  }
  iVar2 = *(int *)(this + 0x458);
  iVar4 = 0;
  if (0 < iVar2) {
    do {
      while ((((uVar1 = *(uint *)(*(int *)(this + 0x44c) + iVar4 * 4), uVar1 == 0xffffffff ||
               (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc))
              || (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) ||
             (this_00 = *(CBaseEntity **)(puVar3 + 4), this_00 == (CBaseEntity *)0x0))) {
        iVar4 = iVar4 + 1;
        if (iVar4 == iVar2) {
          return;
        }
      }
      local_cc = 16.0;
      local_c8 = 16.0;
      local_c4 = 8.0;
      local_dc = 0xc1800000;
      local_d8 = 0xc1800000;
      local_d4 = 0;
      if (((byte)this_00[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition(this_00);
      }
      iVar4 = iVar4 + 1;
      NDebugOverlay::Box((Vector *)(this_00 + 0x2e0),(Vector *)&local_dc,(Vector *)&local_cc,0x96,0,
                         0,0x3f,0.0);
    } while (iVar4 != iVar2);
  }
  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)