CNavMesh::DrawPlayerCounts
0x0073ffd0 · 207 bytes · __cdecl
_ZNK8CNavMesh16DrawPlayerCountsEv
Decompiled
undefined (0 params)
/* CNavMesh::DrawPlayerCounts() const */
void CNavMesh::DrawPlayerCounts(void)
{
int iVar1;
char *pcVar2;
byte bVar3;
int iVar4;
int in_GS_OFFSET;
undefined **local_12c;
undefined1 local_128;
undefined1 local_127;
undefined4 local_24;
int local_20;
iVar4 = 0;
local_128 = 1;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
local_12c = &PTR_InitQuietTruncation_00c08ee8;
local_127 = 0;
local_24 = 0;
if (0 < DAT_00fe6000) {
do {
while( true ) {
iVar1 = *(int *)(TheNavAreas + iVar4 * 4);
bVar3 = *(byte *)(iVar1 + 0x39) + *(byte *)(iVar1 + 0x38);
if (bVar3 == 0) break;
iVar4 = iVar4 + 1;
pcVar2 = (char *)CFmtStrN<256>::sprintf
((CFmtStrN<256> *)&local_12c,"%d (%d/%d)",(uint)bVar3,
(uint)*(byte *)(iVar1 + 0x39),(uint)*(byte *)(iVar1 + 0x38));
NDebugOverlay::Text((Vector *)(iVar1 + 0x2c),pcVar2,false,0.1);
if (DAT_00fe6000 <= iVar4) goto LAB_0074008a;
}
iVar4 = iVar4 + 1;
} while (iVar4 < DAT_00fe6000);
}
LAB_0074008a:
if (local_20 != *(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.