L L4D2node

INextBot::DisplayDebugText

0x00753e30 · 95 bytes · __thiscall

_ZNK8INextBot16DisplayDebugTextEPKc

Decompiled

undefined (2 params)

/* INextBot::DisplayDebugText(char const*) const */

void __thiscall INextBot::DisplayDebugText(INextBot *this,char *param_1)

{
  int iVar1;
  CBaseEntity *this_00;
  
  iVar1 = *(int *)(this + 0x18);
  *(int *)(this + 0x18) = iVar1 + 1;
  this_00 = (CBaseEntity *)(**(code **)(*(int *)this + 0xb4))(this);
  CBaseEntity::EntityText(this_00,iVar1,param_1,0.1,0xff,0xff,0xff,0xff);
  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)