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 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.