L L4D2node

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 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)