L L4D2node

DrawMessageEntities

0x006f51c0 · 157 bytes · unknown

_Z19DrawMessageEntitiesv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* DrawMessageEntities() */

void DrawMessageEntities(void)

{
  uint uVar1;
  undefined *puVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  
  iVar4 = DAT_00fe5624 + -1;
  iVar5 = iVar4 * 4;
  if (-1 < iVar4) {
    do {
      while ((((uVar1 = *(uint *)(g_MessageEntities + iVar5), uVar1 == 0xffffffff ||
               (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 == (undefined *)0xfffffffc))
              || (*(uint *)(puVar2 + 8) != uVar1 >> 0xc)) ||
             (*(CMessageEntity **)(puVar2 + 4) == (CMessageEntity *)0x0))) {
        iVar3 = iVar4 + -1;
        iVar5 = iVar5 + -4;
        CUtlVector<CHandle<CMessageEntity>,CUtlMemory<CHandle<CMessageEntity>,int>>::
        ShiftElementsLeft((CUtlVector<CHandle<CMessageEntity>,CUtlMemory<CHandle<CMessageEntity>,int>>
                           *)&g_MessageEntities,iVar4,1);
        DAT_00fe5624 = DAT_00fe5624 + -1;
        iVar4 = iVar3;
        if (iVar3 == -1) {
          return;
        }
      }
      iVar4 = iVar4 + -1;
      iVar5 = iVar5 + -4;
      CMessageEntity::DrawOverlays(*(CMessageEntity **)(puVar2 + 4));
    } while (iVar4 != -1);
  }
  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)