L L4D2node

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 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)