L L4D2node

CAI_BehaviorBase::DrawDebugTextOverlays

0x005a5cf0 · 342 bytes · __thiscall

_ZN16CAI_BehaviorBase21DrawDebugTextOverlaysEi.part.28

Decompiled

undefined (2 params)

/* CAI_BehaviorBase::DrawDebugTextOverlays(int) [clone .part.28] */

int __thiscall CAI_BehaviorBase::DrawDebugTextOverlays(CAI_BehaviorBase *this,int param_1)

{
  int iVar1;
  int *in_EAX;
  undefined4 uVar2;
  char *pcVar3;
  int in_EDX;
  int iVar4;
  int iVar5;
  int iVar6;
  int in_GS_OFFSET;
  char local_220 [512];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  uVar2 = (**(code **)(*in_EAX + 300))();
  V_snprintf(local_220,0x200,"Behv: %s, ",uVar2);
  iVar4 = in_EDX + 1;
  CBaseEntity::EntityText((CBaseEntity *)in_EAX[1],in_EDX,local_220,0.0,0xff,0xff,0xff,0xff);
  if (0 < in_EAX[6]) {
    iVar6 = 0;
    iVar5 = iVar4;
    do {
      pcVar3 = (char *)(in_EAX[3] + iVar6 * 0x28);
      iVar4 = iVar5;
      if ((*pcVar3 != '\0') && (iVar1 = *(int *)(pcVar3 + 4), iVar1 != 0)) {
        pcVar3 = *(char **)(iVar1 + 0x2c);
        if (pcVar3 == (char *)0x0) {
          pcVar3 = "Unknown";
        }
        V_snprintf(local_220,0x200,"    Schd [%d]: %s, ",iVar6,pcVar3);
        iVar4 = iVar5 + 1;
        CBaseEntity::EntityText((CBaseEntity *)in_EAX[1],iVar5,local_220,0.0,0xff,0xff,0xff,0xff);
      }
      iVar6 = iVar6 + 1;
      iVar5 = iVar4;
    } while (iVar6 < in_EAX[6]);
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return iVar4;
  }
                    /* 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)