ServerDemoPacket_BaseAnimatingOverlay::AddTextOverlaysForModifiedFields
0x00598230 · 398 bytes · __thiscall
_ZNK37ServerDemoPacket_BaseAnimatingOverlay32AddTextOverlaysForModifiedFieldsERK6Vector
Decompiled
undefined (2 params)
/* ServerDemoPacket_BaseAnimatingOverlay::AddTextOverlaysForModifiedFields(Vector const&) const */
void __thiscall
ServerDemoPacket_BaseAnimatingOverlay::AddTextOverlaysForModifiedFields
(ServerDemoPacket_BaseAnimatingOverlay *this,Vector *param_1)
{
uint uVar1;
int iVar2;
int iVar3;
uint uVar4;
int local_20;
if (((byte)this[0x1e4] & 1) != 0) {
(**(code **)(*debugoverlay + 0x14))(debugoverlay,param_1,0x16,0x3f800000,"%s","# layers");
}
local_20 = 0x19;
iVar2 = 0;
if (*this != (ServerDemoPacket_BaseAnimatingOverlay)0x0) {
do {
while( true ) {
uVar1 = *(uint *)(this + 0x1e4);
uVar4 = 2 << ((char)iVar2 * '\t' & 0x1fU);
if ((uVar4 * 2 & 0xff & uVar1) == 0) break;
(**(code **)(*debugoverlay + 0x14))
(debugoverlay,param_1,local_20 + -2,0x3f800000,"%d: weight",iVar2);
uVar1 = *(uint *)(this + 0x1e4);
if ((uVar1 & uVar4 * 4 & 0xff) != 0) goto LAB_005982f8;
LAB_00598272:
if ((uVar1 & (uVar4 & 0xf) << 4) == 0) goto LAB_00598282;
LAB_00598340:
iVar3 = iVar2 + 1;
(**(code **)(*debugoverlay + 0x14))
(debugoverlay,param_1,local_20,0x3f800000,"%d: prev cycle",iVar2);
local_20 = local_20 + 8;
iVar2 = iVar3;
if ((int)(uint)(byte)*this <= iVar3) {
return;
}
}
if ((uVar1 & uVar4 * 4 & 0xff) == 0) goto LAB_00598272;
LAB_005982f8:
(**(code **)(*debugoverlay + 0x14))
(debugoverlay,param_1,local_20 + -1,0x3f800000,"%d: sequence",iVar2);
if ((*(uint *)(this + 0x1e4) & (uVar4 & 0xf) << 4) != 0) goto LAB_00598340;
LAB_00598282:
iVar2 = iVar2 + 1;
local_20 = local_20 + 8;
} while (iVar2 < (int)(uint)(byte)*this);
}
return;
}
SourceMod gamedata
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.