L L4D2node

CFinaleTrigger::DrawDebugTextOverlays

0x004e81b0 · 248 bytes · __thiscall

_ZN14CFinaleTrigger21DrawDebugTextOverlaysEv

Decompiled

undefined (1 param)

/* CFinaleTrigger::DrawDebugTextOverlays() */

int __thiscall CFinaleTrigger::DrawDebugTextOverlays(CFinaleTrigger *this)

{
  int iVar1;
  int iVar2;
  
  iVar1 = CBaseAnimating::DrawDebugTextOverlays((CBaseAnimating *)this);
  iVar2 = iVar1;
  if ((((byte)this[0x110] & 1) != 0) && (*(uint *)(this + 0x1620) < 5)) {
    iVar2 = iVar1 + 1;
    switch(*(undefined4 *)(this + 0x1620)) {
    case 0:
      CBaseEntity::EntityText
                ((CBaseEntity *)this,iVar1,"State: STATE_READY_FOR_FIRST_USE",0.0,0xff,0xff,0xff,
                 0xff);
      break;
    case 1:
      CBaseEntity::EntityText
                ((CBaseEntity *)this,iVar1,"State: STATE_DELAY_BETWEEN_USES",0.0,0xff,0xff,0xff,0xff
                );
      return iVar2;
    case 2:
      CBaseEntity::EntityText
                ((CBaseEntity *)this,iVar1,"State: STATE_READY_FOR_FINALE_USE",0.0,0xff,0xff,0xff,
                 0xff);
      return iVar2;
    case 3:
      CBaseEntity::EntityText
                ((CBaseEntity *)this,iVar1,"State: STATE_DELAY_BEFORE_FINALE",0.0,0xff,0xff,0xff,
                 0xff);
      return iVar2;
    case 4:
      CBaseEntity::EntityText((CBaseEntity *)this,iVar1,"State: STATE_USED",0.0,0xff,0xff,0xff,0xff)
      ;
      return iVar2;
    }
  }
  return iVar2;
}

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)