CBaseEntity::DrawAbsBoxOverlay
0x00604c20 · 304 bytes · __thiscall
_ZN11CBaseEntity17DrawAbsBoxOverlayEv
Decompiled
undefined (1 param)
/* CBaseEntity::DrawAbsBoxOverlay() */
void __thiscall CBaseEntity::DrawAbsBoxOverlay(CBaseEntity *this)
{
int *piVar1;
char cVar2;
int iVar3;
int iVar4;
float local_58;
float local_54;
float local_50;
float local_4c;
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;
piVar1 = *(int **)(this + 0x238);
if (piVar1 != (int *)0x0) {
cVar2 = (**(code **)(*piVar1 + 0xc))(piVar1);
if (cVar2 != '\0') {
iVar4 = 0x78;
iVar3 = 0x5a;
goto LAB_00604c4d;
}
}
iVar4 = 200;
iVar3 = 0;
LAB_00604c4d:
if (*(int *)(this + 0x30) != 0) {
(**(code **)(*(int *)(this + 0x194) + 0x3c))(this + 0x194,&local_58,&local_4c);
local_3c = (local_54 + local_48) * 0.5;
local_38 = (local_50 + local_44) * 0.5;
local_40 = (local_58 + local_4c) * 0.5;
local_30 = local_48 - local_3c;
local_2c = local_44 - local_38;
local_34 = local_4c - local_40;
local_24 = -local_30;
local_28 = -local_34;
local_20 = -local_2c;
NDebugOverlay::Box((Vector *)&local_40,(Vector *)&local_28,(Vector *)&local_34,iVar3,iVar4,0,0,
0.0);
}
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.