ServerDemoPacket_BaseAnimating::AddTextOverlaysForModifiedFields
0x00597650 · 1040 bytes · __thiscall
_ZNK30ServerDemoPacket_BaseAnimating32AddTextOverlaysForModifiedFieldsERK6Vector
Decompiled
undefined (2 params)
/* ServerDemoPacket_BaseAnimating::AddTextOverlaysForModifiedFields(Vector const&) const */
void __thiscall
ServerDemoPacket_BaseAnimating::AddTextOverlaysForModifiedFields
(ServerDemoPacket_BaseAnimating *this,Vector *param_1)
{
int iVar1;
uint uVar2;
int iVar3;
int in_GS_OFFSET;
char local_40 [32];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
uVar2 = *(uint *)this;
if ((uVar2 & 1) != 0) {
(**(code **)(*debugoverlay + 0x14))(debugoverlay,param_1,6,0x3f800000,"%s","skin");
uVar2 = *(uint *)this;
}
if ((uVar2 & 2) != 0) {
(**(code **)(*debugoverlay + 0x14))(debugoverlay,param_1,7,0x3f800000,"%s","body");
uVar2 = *(uint *)this;
}
if ((uVar2 & 4) != 0) {
(**(code **)(*debugoverlay + 0x14))(debugoverlay,param_1,8,0x3f800000,"%s","sequence");
uVar2 = *(uint *)this;
}
if ((uVar2 & 8) != 0) {
(**(code **)(*debugoverlay + 0x14))(debugoverlay,param_1,9,0x3f800000,"%s","clear ik targets");
uVar2 = *(uint *)this;
}
if ((uVar2 & 0x10) != 0) {
(**(code **)(*debugoverlay + 0x14))(debugoverlay,param_1,10,0x3f800000,"%s","ragdoll");
uVar2 = *(uint *)this;
}
if ((uVar2 & 0x20) != 0) {
(**(code **)(*debugoverlay + 0x14))
(debugoverlay,param_1,0xb,0x3f800000,"%s","create ik context");
uVar2 = *(uint *)this;
}
if ((uVar2 & 0x40) != 0) {
(**(code **)(*debugoverlay + 0x14))
(debugoverlay,param_1,0xc,0x3f800000,"%s","interp effect active");
uVar2 = *(uint *)this;
}
if ((uVar2 & 0x80) != 0) {
(**(code **)(*debugoverlay + 0x14))(debugoverlay,param_1,0xd,0x3f800000,"%s","cycle");
uVar2 = *(uint *)this;
}
if ((uVar2 & 0x100) != 0) {
(**(code **)(*debugoverlay + 0x14))(debugoverlay,param_1,0xe,0x3f800000,"%s","playback rate");
uVar2 = *(uint *)this;
}
if ((uVar2 & 0x200) != 0) {
(**(code **)(*debugoverlay + 0x14))(debugoverlay,param_1,0xf,0x3f800000,"%s","frame count");
uVar2 = *(uint *)this;
}
if ((uVar2 & 0x100000) != 0) {
(**(code **)(*debugoverlay + 0x14))(debugoverlay,param_1,0x10,0x3f800000,"%s","bone list");
uVar2 = *(uint *)this;
}
if ((uVar2 & 0x400) != 0) {
(**(code **)(*debugoverlay + 0x14))(debugoverlay,param_1,0x11,0x3f800000,"%s","# pose params");
}
iVar3 = 0;
if (this[0x24] != (ServerDemoPacket_BaseAnimating)0x0) {
do {
while (V_snprintf(local_40,0x20,"pose parameter %d",iVar3),
uVar2 = 0x800 << ((byte)iVar3 & 0x1f),
(*(uint *)(this + 4) & (int)uVar2 >> 0x1f) == 0 && (uVar2 & *(uint *)this) == 0) {
iVar3 = iVar3 + 1;
if ((int)(uint)(byte)this[0x24] <= iVar3) goto LAB_00597760;
}
iVar1 = iVar3 + 0x12;
iVar3 = iVar3 + 1;
(**(code **)(*debugoverlay + 0x14))(debugoverlay,param_1,iVar1,0x3f800000,"%s",local_40);
} while (iVar3 < (int)(uint)(byte)this[0x24]);
}
LAB_00597760:
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.