L L4D2node

CBaseEntity::EntityText

0x00604d70 · 353 bytes · __thiscall

_ZN11CBaseEntity10EntityTextEiPKcfiiii

Decompiled

undefined (8 params)

/* CBaseEntity::EntityText(int, char const*, float, int, int, int, int) */

void __thiscall
CBaseEntity::EntityText
          (CBaseEntity *this,int param_1,char *param_2,float param_3,int param_4,int param_5,
          int param_6,int param_7)

{
  CCollisionProperty *this_00;
  float *pfVar1;
  float *pfVar2;
  matrix3x4_t *pmVar3;
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  this_00 = (CCollisionProperty *)(this + 0x194);
  pfVar1 = (float *)CCollisionProperty::OBBMaxs(this_00);
  pfVar2 = (float *)CCollisionProperty::OBBMins(this_00);
  local_10 = (pfVar1[2] + pfVar2[2]) * 0.5;
  local_18 = (*pfVar1 + *pfVar2) * 0.5;
  local_14 = (pfVar1[1] + pfVar2[1]) * 0.5;
  pfVar1 = (float *)CCollisionProperty::GetCollisionAngles(this_00);
  if ((((vec3_angle == *pfVar1) && (DAT_01053d40 == pfVar1[1])) && (DAT_01053d44 == pfVar1[2])) ||
     (((vec3_origin == local_18 && (DAT_01053d4c == local_14)) && (DAT_01053d50 == local_10)))) {
    pfVar1 = (float *)CCollisionProperty::GetCollisionOrigin(this_00);
    local_24 = *pfVar1 + local_18;
    local_20 = pfVar1[1] + local_14;
    local_1c = pfVar1[2] + local_10;
  }
  else {
    pmVar3 = (matrix3x4_t *)CCollisionProperty::CollisionToWorldTransform(this_00);
    VectorTransform(&local_18,pmVar3,&local_24);
  }
  NDebugOverlay::EntityTextAtPosition
            ((Vector *)&local_24,param_1,param_2,param_3,param_4,param_5,param_6,param_7);
  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)