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 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.