L L4D2node

CTimerEntity::DrawDebugTextOverlays

0x006e7030 · 356 bytes · __thiscall

_ZN12CTimerEntity21DrawDebugTextOverlaysEv

Decompiled

undefined (1 param)

/* CTimerEntity::DrawDebugTextOverlays() */

int __thiscall CTimerEntity::DrawDebugTextOverlays(CTimerEntity *this)

{
  int iVar1;
  int iVar2;
  int in_GS_OFFSET;
  longdouble lVar3;
  char local_220 [512];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar1 = CBaseEntity::DrawDebugTextOverlays((CBaseEntity *)this);
  iVar2 = iVar1;
  if (((byte)this[0x110] & 1) != 0) {
    V_snprintf(local_220,0x200,"refire interval: %.2f sec",(double)*(float *)(this + 0x48c));
    CBaseEntity::EntityText((CBaseEntity *)this,iVar1,local_220,0.0,0xff,0xff,0xff,0xff);
    iVar2 = iVar1 + 1;
    if (*(int *)(this + 0x488) == 0) {
      lVar3 = (longdouble)CBaseEntity::GetNextThink((CBaseEntity *)this,(char *)0x0);
      V_snprintf(local_220,0x200,"      firing in: %.2f sec",
                 (double)((float)lVar3 - *(float *)(gpGlobals + 0xc)));
      CBaseEntity::EntityText((CBaseEntity *)this,iVar2,local_220,0.0,0xff,0xff,0xff,0xff);
      iVar2 = iVar1 + 2;
    }
  }
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  return iVar2;
}

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)