CBaseEntity::DrawBBoxOverlay
0x00604ad0 · 325 bytes · __thiscall
_ZN11CBaseEntity15DrawBBoxOverlayEf
Decompiled
undefined (2 params)
/* CBaseEntity::DrawBBoxOverlay(float) */
void __thiscall CBaseEntity::DrawBBoxOverlay(CBaseEntity *this,float param_1)
{
float local_48;
float local_44;
float local_40;
float local_3c;
float local_38;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
float local_1c;
float local_18;
float local_14;
float local_10;
if (*(int *)(this + 0x30) != 0) {
NDebugOverlay::EntityBounds(this,0xff,100,0,0,param_1);
if (((byte)this[0x1b4] & 0x80) != 0) {
(**(code **)(*(int *)(this + 0x194) + 0xc))(this + 0x194,&local_48,&local_3c);
local_2c = (local_44 + local_38) * 0.5;
local_28 = (local_40 + local_34) * 0.5;
local_30 = (local_48 + local_3c) * 0.5;
local_20 = local_38 - local_2c;
local_1c = local_34 - local_28;
local_24 = local_3c - local_30;
local_14 = -local_20;
local_18 = -local_24;
local_10 = -local_1c;
NDebugOverlay::Box((Vector *)&local_30,(Vector *)&local_18,(Vector *)&local_24,0,0xff,0xff,0,
param_1);
return;
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.