CMessageEntity::DrawOverlays
0x006f50d0 · 219 bytes · __thiscall
_ZN14CMessageEntity12DrawOverlaysEv
Decompiled
undefined (1 param)
/* CMessageEntity::DrawOverlays() */
void __thiscall CMessageEntity::DrawOverlays(CMessageEntity *this)
{
undefined1 *puVar1;
int in_GS_OFFSET;
char local_210 [512];
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
if ((this[0x448] != (CMessageEntity)0x0) &&
(((this[0x449] == (CMessageEntity)0x0 || (*(int *)(*(int *)(g_pDeveloper + 0x1c) + 0x30) != 0))
&& (this[0x44a] != (CMessageEntity)0x0)))) {
puVar1 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x444) != (undefined1 *)0x0) {
puVar1 = *(undefined1 **)(this + 0x444);
}
V_snprintf(local_210,0x200,"%s",puVar1);
CBaseEntity::EntityText((CBaseEntity *)this,0,local_210,0.0,0xff,0xff,0xff,0xff);
}
if (local_10 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return;
}
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.