CLogicBranchList::DrawDebugTextOverlays
0x006e75a0 · 330 bytes · __thiscall
_ZN16CLogicBranchList21DrawDebugTextOverlaysEv
Decompiled
undefined (1 param)
/* CLogicBranchList::DrawDebugTextOverlays() */
int __thiscall CLogicBranchList::DrawDebugTextOverlays(CLogicBranchList *this)
{
uint uVar1;
int iVar2;
undefined1 *puVar3;
undefined *puVar4;
char *pcVar5;
int iVar6;
int iVar7;
int in_GS_OFFSET;
char local_220 [512];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
iVar2 = CBaseEntity::DrawDebugTextOverlays((CBaseEntity *)this);
if ((((byte)this[0x110] & 1) != 0) && (0 < *(int *)(this + 0x48c))) {
iVar6 = 0;
do {
while ((((uVar1 = *(uint *)(*(int *)(this + 0x480) + iVar6 * 4), uVar1 == 0xffffffff ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc))
|| (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) ||
(iVar7 = *(int *)(puVar4 + 4), iVar7 == 0))) {
iVar6 = iVar6 + 1;
if (*(int *)(this + 0x48c) <= iVar6) goto LAB_006e76d1;
}
pcVar5 = "TRUE";
if (*(char *)(iVar7 + 0x440) == '\0') {
pcVar5 = "FALSE";
}
puVar3 = &DAT_00d539c2;
if (*(undefined1 **)(iVar7 + 0x154) != (undefined1 *)0x0) {
puVar3 = *(undefined1 **)(iVar7 + 0x154);
}
iVar6 = iVar6 + 1;
V_snprintf(local_220,0x200,"Branch (%s): %s",puVar3,pcVar5);
iVar7 = iVar2 + 1;
CBaseEntity::EntityText((CBaseEntity *)this,iVar2,local_220,0.0,0xff,0xff,0xff,0xff);
iVar2 = iVar7;
} while (iVar6 < *(int *)(this + 0x48c));
}
LAB_006e76d1:
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return iVar2;
}
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.