L L4D2node

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();
}

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)