L L4D2node

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 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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)