L L4D2node

CBaseAnimating::DrawDebugTextOverlays

0x005e4c90 · 1263 bytes · __thiscall

_ZN14CBaseAnimating21DrawDebugTextOverlaysEv

Decompiled

undefined (1 param)

/* CBaseAnimating::DrawDebugTextOverlays() */

int __thiscall CBaseAnimating::DrawDebugTextOverlays(CBaseAnimating *this)

{
  uint uVar1;
  int *piVar2;
  int iVar3;
  char *pcVar4;
  int iVar5;
  int in_GS_OFFSET;
  int local_46c;
  CStudioHdr *local_460;
  float local_45c;
  float local_458;
  float local_454;
  float local_450;
  float local_44c;
  float local_448;
  float local_444;
  float local_440;
  float local_43c;
  float local_438;
  float local_434;
  float local_430;
  float local_42c;
  float local_428;
  float local_424;
  char local_420 [1024];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  local_46c = CBaseEntity::DrawDebugTextOverlays((CBaseEntity *)this);
  uVar1 = *(uint *)(this + 0x110);
  if ((uVar1 & 1) != 0) {
    GetSequenceName(this,*(int *)(this + 0x494));
    V_snprintf(local_420,0x400,"Sequence: (%3d) %s",*(undefined4 *)(this + 0x494));
    iVar5 = local_46c + 1;
    CBaseEntity::EntityText((CBaseEntity *)this,local_46c,local_420,0.0,0xff,0xff,0,0xff);
    pcVar4 = (char *)GetSequenceActivityName(this,*(int *)(this + 0x494));
    if ((pcVar4 != (char *)0x0) && (*pcVar4 != '\0')) {
      V_snprintf(local_420,0x400,"Activity %s",pcVar4);
      CBaseEntity::EntityText((CBaseEntity *)this,iVar5,local_420,0.0,0xff,0xff,0,0xff);
      iVar5 = local_46c + 2;
    }
    V_snprintf(local_420,0x400,"Cycle: %.5f (%.5f)",(double)*(float *)(this + 0x490),
               (double)*(float *)(this + 0x90));
    CBaseEntity::EntityText((CBaseEntity *)this,iVar5,local_420,0.0,0xff,0xff,0,0xff);
    local_46c = iVar5 + 1;
    uVar1 = *(uint *)(this + 0x110);
  }
  if ((uVar1 & 0x100) != 0) {
    local_460 = *(CStudioHdr **)(this + 0x13e0);
    if (local_460 == (CStudioHdr *)0x0) {
      iVar5 = CBaseEntity::GetModel((CBaseEntity *)this);
      if (iVar5 == 0) {
        local_460 = *(CStudioHdr **)(this + 0x13e0);
      }
      else {
        LockStudioHdr(this);
        local_460 = *(CStudioHdr **)(this + 0x13e0);
      }
      if (local_460 == (CStudioHdr *)0x0) goto LAB_005e4cd4;
    }
    if (*(int *)local_460 != 0) {
      for (iVar5 = 1; iVar3 = CStudioHdr::GetNumAttachments(local_460), iVar5 <= iVar3;
          iVar5 = iVar5 + 1) {
        GetAttachment(this,iVar5,(Vector *)&local_45c,(Vector *)&local_450,(Vector *)&local_444,
                      (Vector *)&local_438);
        local_428 = local_44c * 4.0 + local_458;
        local_424 = local_448 * 4.0 + local_454;
        local_42c = local_450 * 4.0 + local_45c;
        NDebugOverlay::Line((Vector *)&local_45c,(Vector *)&local_42c,0xff,0,0,true,0.05);
        local_428 = local_440 * 4.0 + local_458;
        local_424 = local_43c * 4.0 + local_454;
        local_42c = local_444 * 4.0 + local_45c;
        NDebugOverlay::Line((Vector *)&local_45c,(Vector *)&local_42c,0,0xff,0,true,0.05);
        local_428 = local_434 * 4.0 + local_458;
        local_424 = local_430 * 4.0 + local_454;
        local_42c = local_438 * 4.0 + local_45c;
        NDebugOverlay::Line((Vector *)&local_45c,(Vector *)&local_42c,0,0,0xff,true,0.05);
        piVar2 = (int *)CStudioHdr::pAttachment(local_460,iVar5 + -1);
        V_snprintf(local_420,0x100," < %s (%d)",(int)piVar2 + *piVar2);
        NDebugOverlay::Text((Vector *)&local_45c,local_420,true,0.05);
      }
    }
  }
LAB_005e4cd4:
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  return local_46c;
}

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)