L L4D2node

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 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)