L L4D2node

CBaseEntity::SendDebugPivotOverlay

0x00609e20 · 109 bytes · __thiscall

_ZN11CBaseEntity21SendDebugPivotOverlayEv

Decompiled

undefined (1 param)

/* CBaseEntity::SendDebugPivotOverlay() */

void __thiscall CBaseEntity::SendDebugPivotOverlay(CBaseEntity *this)

{
  if (*(int *)(this + 0x30) != 0) {
    if (((byte)this[0x14d] & 8) != 0) {
      CalcAbsolutePosition(this);
      if (((byte)this[0x14d] & 8) != 0) {
        CalcAbsolutePosition(this);
      }
    }
    NDebugOverlay::Axis((Vector *)(this + 0x2e0),(QAngle *)(this + 0x37c),20.0,true,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)