CMomentaryRotButton::DrawDebugTextOverlays
0x00638210 · 699 bytes · __thiscall
_ZN19CMomentaryRotButton21DrawDebugTextOverlaysEv
Decompiled
undefined (1 param)
/* CMomentaryRotButton::DrawDebugTextOverlays() */
int __thiscall CMomentaryRotButton::DrawDebugTextOverlays(CMomentaryRotButton *this)
{
int iVar1;
int iVar2;
char *pcVar3;
int in_GS_OFFSET;
longdouble lVar4;
char local_11f [255];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
iVar2 = CBaseButton::DrawDebugTextOverlays((CBaseButton *)this);
if (((byte)this[0x110] & 1) != 0) {
V_snprintf(local_11f,0xff,"QAngle: %.2f %.2f %.2f",(double)*(float *)(this + 0x3a8),
(double)*(float *)(this + 0x3ac),(double)*(float *)(this + 0x3b0));
CBaseEntity::EntityText((CBaseEntity *)this,iVar2,local_11f,0.0,0xff,0xff,0xff,0xff);
V_snprintf(local_11f,0xff,"AVelocity: %.2f %.2f %.2f",(double)*(float *)(this + 0x280),
(double)*(float *)(this + 0x284),(double)*(float *)(this + 0x288));
CBaseEntity::EntityText((CBaseEntity *)this,iVar2 + 1,local_11f,0.0,0xff,0xff,0xff,0xff);
V_snprintf(local_11f,0xff,"Target Pos: %3.3f",(double)*(float *)(this + 0x624));
CBaseEntity::EntityText((CBaseEntity *)this,iVar2 + 2,local_11f,0.0,0xff,0xff,0xff,0xff);
lVar4 = (longdouble)GetPos(this,(QAngle *)(this + 0x3a8));
V_snprintf(local_11f,0xff,"Current Pos: %3.3f",(double)(float)lVar4);
CBaseEntity::EntityText((CBaseEntity *)this,iVar2 + 3,local_11f,0.0,0xff,0xff,0xff,0xff);
iVar1 = iVar2 + 4;
pcVar3 = "Forward";
if (*(int *)(this + 0x630) != 1) {
pcVar3 = "Backward";
}
iVar2 = iVar2 + 5;
V_snprintf(local_11f,0xff,"Direction: %s",pcVar3);
CBaseEntity::EntityText((CBaseEntity *)this,iVar1,local_11f,0.0,0xff,0xff,0xff,0xff);
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return iVar2;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.