L L4D2node

ServerDemoPacket_BaseEntity::AddTextOverlaysForModifiedFields

0x00596aa0 · 450 bytes · __thiscall

_ZNK27ServerDemoPacket_BaseEntity32AddTextOverlaysForModifiedFieldsERK6Vector

Decompiled

undefined (2 params)

/* ServerDemoPacket_BaseEntity::AddTextOverlaysForModifiedFields(Vector const&) const */

void __thiscall
ServerDemoPacket_BaseEntity::AddTextOverlaysForModifiedFields
          (ServerDemoPacket_BaseEntity *this,Vector *param_1)

{
  uint uVar1;
  
  uVar1 = *(uint *)this;
  if ((uVar1 & 0x40) != 0) {
    (**(code **)(*debugoverlay + 0x14))(debugoverlay,param_1,0,0x3f800000,"%s","origin");
    uVar1 = *(uint *)this;
  }
  if ((uVar1 & 0x80) != 0) {
    (**(code **)(*debugoverlay + 0x14))(debugoverlay,param_1,1,0x3f800000,"%s","orientation");
    uVar1 = *(uint *)this;
  }
  if ((uVar1 & 4) != 0) {
    (**(code **)(*debugoverlay + 0x14))(debugoverlay,param_1,2,0x3f800000,"%s","owner");
    uVar1 = *(uint *)this;
  }
  if ((uVar1 & 8) != 0) {
    (**(code **)(*debugoverlay + 0x14))(debugoverlay,param_1,3,0x3f800000,"%s","effects");
    uVar1 = *(uint *)this;
  }
  if ((uVar1 & 0x10) != 0) {
    (**(code **)(*debugoverlay + 0x14))(debugoverlay,param_1,4,0x3f800000,"%s","visible");
    uVar1 = *(uint *)this;
  }
  if ((uVar1 & 0x20) != 0) {
    (**(code **)(*debugoverlay + 0x14))
              (debugoverlay,param_1,5,0x3f800000,"%s","final visible sample");
    uVar1 = *(uint *)this;
  }
  if ((uVar1 & 0x400) != 0) {
    (**(code **)(*debugoverlay + 0x14))(debugoverlay,param_1,6,0x3f800000,"%s","follow entity");
  }
  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)