L L4D2node

GetDebugOverlayLine

0x00748900 · 138 bytes · unknown

_Z19GetDebugOverlayLinev

Decompiled

undefined (0 params)

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

undefined4 GetDebugOverlayLine(void)

{
  int *piVar1;
  void *pvVar2;
  int iVar3;
  
  iVar3 = m_nDebugOverlayIndex;
  if (m_nDebugOverlayIndex == -1) {
    iVar3 = 0;
    do {
      pvVar2 = operator_new(0x28);
      (&m_debugOverlayLine)[iVar3] = pvVar2;
      *(undefined1 *)((int)pvVar2 + 0x24) = 1;
      piVar1 = &m_debugOverlayLine + iVar3;
      iVar3 = iVar3 + 1;
      *(undefined1 *)(*piVar1 + 0x25) = 0;
    } while (iVar3 != 0x14);
    m_nDebugOverlayIndex = 1;
    return m_debugOverlayLine;
  }
  if (m_nDebugOverlayIndex + 1 == 0x14) {
    m_nDebugOverlayIndex = 0;
    return DAT_00fe8e4c;
  }
  m_nDebugOverlayIndex = m_nDebugOverlayIndex + 1;
  return (&m_debugOverlayLine)[iVar3];
}

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)