L L4D2node

CFourWheelVehiclePhysics::DrawDebugTextOverlays

0x006ae210 · 492 bytes · __thiscall

_ZN24CFourWheelVehiclePhysics21DrawDebugTextOverlaysEi

Decompiled

undefined (2 params)

/* CFourWheelVehiclePhysics::DrawDebugTextOverlays(int) */

int __thiscall
CFourWheelVehiclePhysics::DrawDebugTextOverlays(CFourWheelVehiclePhysics *this,int param_1)

{
  uint uVar1;
  float *pfVar2;
  CBaseEntity *this_00;
  undefined *puVar3;
  int in_GS_OFFSET;
  CBaseEntity *local_230;
  char local_220 [512];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  pfVar2 = (float *)(**(code **)(**(int **)(this + 0x24) + 0xc))(*(int **)(this + 0x24));
  V_snprintf(local_220,0x200,"Speed %.1f  T/S/B (%.0f/%.0f/%.1f)",(double)*pfVar2,
             (double)*(float *)(this + 0xc),(double)*(float *)(this + 0x10),
             (double)*(float *)(this + 0x14));
  uVar1 = *(uint *)(this + 4);
  local_230 = (CBaseEntity *)0x0;
  if (((uVar1 != 0xffffffff) &&
      (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
    local_230 = *(CBaseEntity **)(puVar3 + 4);
  }
  CBaseEntity::EntityText(local_230,param_1,local_220,0.0,0xff,0xff,0xff,0xff);
  Msg("%s",local_220);
  V_snprintf(local_220,0x200,"Gear: %d, RPM %4d",pfVar2[2]);
  uVar1 = *(uint *)(this + 4);
  if (((uVar1 == 0xffffffff) ||
      (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
     (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) {
    this_00 = (CBaseEntity *)0x0;
  }
  else {
    this_00 = *(CBaseEntity **)(puVar3 + 4);
  }
  CBaseEntity::EntityText(this_00,param_1 + 1,local_220,0.0,0xff,0xff,0xff,0xff);
  Msg(&DAT_00ca5b8e,local_220);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return param_1 + 2;
  }
                    /* 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)