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 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.