L L4D2node

CBaseButton::DrawDebugTextOverlays

0x00634880 · 315 bytes · __thiscall

_ZN11CBaseButton21DrawDebugTextOverlaysEv

Decompiled

undefined (1 param)

/* CBaseButton::DrawDebugTextOverlays() */

int __thiscall CBaseButton::DrawDebugTextOverlays(CBaseButton *this)

{
  int iVar1;
  char *pcVar2;
  int iVar3;
  uint uVar4;
  int in_GS_OFFSET;
  char local_11f [255];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar3 = CBaseEntity::DrawDebugTextOverlays((CBaseEntity *)this);
  if (((byte)this[0x110] & 1) != 0) {
    uVar4 = 4;
    if (*(uint *)(this + 0x440) < 4) {
      uVar4 = *(uint *)(this + 0x440);
    }
    V_snprintf(local_11f,0xff,"State: %s",
               *(undefined4 *)(DrawDebugTextOverlays()::pszStates + uVar4 * 4));
    CBaseEntity::EntityText((CBaseEntity *)this,iVar3,local_11f,0.0,0xff,0xff,0xff,0xff);
    iVar1 = iVar3 + 1;
    pcVar2 = "bEOFLocked";
    if (this[0x4f4] == (CBaseButton)0x0) {
      pcVar2 = "bEOFUnlocked";
    }
    iVar3 = iVar3 + 2;
    V_snprintf(local_11f,0xff,"%s",pcVar2 + 4);
    CBaseEntity::EntityText((CBaseEntity *)this,iVar1,local_11f,0.0,0xff,0xff,0xff,0xff);
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return iVar3;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)