L L4D2node

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 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)