L L4D2node

CEnv_Blocker::DrawDebugTextOverlays

0x0068b5f0 · 549 bytes · __thiscall

_ZN12CEnv_Blocker21DrawDebugTextOverlaysEv

Decompiled

undefined (1 param)

/* CEnv_Blocker::DrawDebugTextOverlays() */

int __thiscall CEnv_Blocker::DrawDebugTextOverlays(CEnv_Blocker *this)

{
  int iVar1;
  CEnv_Blocker CVar2;
  code *pcVar3;
  char *pcVar4;
  int iVar5;
  undefined4 uVar6;
  undefined4 uVar7;
  uint uVar8;
  int in_GS_OFFSET;
  char local_220 [512];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar5 = CBaseEntity::DrawDebugTextOverlays((CBaseEntity *)this);
  if (((byte)this[0x110] & 1) != 0) {
    uVar8 = *(uint *)(this + 0x444);
    if (3 < uVar8) {
      uVar8 = 4;
    }
    pcVar4 = "State: Enabled";
    if (this[0x440] == (CEnv_Blocker)0x0) {
      pcVar4 = "State: Disabled";
    }
    V_snprintf(local_220,0x200,"Initial State: %s",pcVar4 + 7);
    CBaseEntity::EntityText((CBaseEntity *)this,iVar5,local_220,0.0,0xff,0xff,0xff,0xff);
    V_snprintf(local_220,0x200,"BlockType: %s",
               *(undefined4 *)(DrawDebugTextOverlays()::pszBlocks + uVar8 * 4));
    iVar1 = iVar5 + 1;
    iVar5 = iVar5 + 2;
    CBaseEntity::EntityText((CBaseEntity *)this,iVar1,local_220,0.0,0xff,0xff,0xff,0xff);
  }
  CVar2 = this[0x440];
  pcVar3 = *(code **)(*debugoverlay + 4);
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  uVar6 = (**(code **)(*(int *)(this + 0x194) + 8))(this + 0x194);
  uVar7 = (**(code **)(*(int *)(this + 0x194) + 4))(this + 0x194);
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  (*pcVar3)(debugoverlay,this + 0x2e0,uVar7,uVar6,this + 0x37c,0,0xff,0,
            ~-(CVar2 == (CEnv_Blocker)0x0) & 0x14,0x3c279bbb);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return iVar5;
  }
                    /* 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)