CFuncNavObstruction::DrawDebugTextOverlays
0x00717220 · 163 bytes · __thiscall
_ZN19CFuncNavObstruction21DrawDebugTextOverlaysEv
Decompiled
undefined (1 param)
/* CFuncNavObstruction::DrawDebugTextOverlays() */
int __thiscall CFuncNavObstruction::DrawDebugTextOverlays(CFuncNavObstruction *this)
{
char cVar1;
int iVar2;
iVar2 = CBaseEntity::DrawDebugTextOverlays((CBaseEntity *)this);
if (((byte)this[0x110] & 1) == 0) {
return iVar2;
}
cVar1 = (**(code **)(*(int *)this + 0x32c))(this);
if (cVar1 == '\0') {
CBaseEntity::EntityText
((CBaseEntity *)this,iVar2,"Not obstructing nav",0.01023,0xff,0xff,0xff,0xff);
return iVar2 + 1;
}
CBaseEntity::EntityText((CBaseEntity *)this,iVar2,"Obstructing nav",0.01023,0xff,0xff,0xff,0xff);
return iVar2 + 1;
}
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.