L L4D2node

CPathCorner::DrawDebugGeometryOverlays

0x00770c60 · 372 bytes · __thiscall

_ZN11CPathCorner25DrawDebugGeometryOverlaysEv

Decompiled

undefined (1 param)

/* CPathCorner::DrawDebugGeometryOverlays() */

void __thiscall CPathCorner::DrawDebugGeometryOverlays(CPathCorner *this)

{
  CPathCorner CVar1;
  CBaseEntity *this_00;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  if (((byte)this[0x110] & 0x24) != 0) {
    local_28 = 0x41200000;
    local_24 = 0x41200000;
    local_20 = 0x41200000;
    local_34 = 0xc1200000;
    local_30 = 0xc1200000;
    local_2c = 0xc1200000;
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    NDebugOverlay::Box((Vector *)(this + 0x2e0),(Vector *)&local_34,(Vector *)&local_28,0xff,100,100
                       ,0,0.0);
    if ((*(char **)(this + 0xf8) != (char *)0x0) &&
       (this_00 = (CBaseEntity *)
                  CGlobalEntityList::FindEntityByName
                            ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,
                             *(char **)(this + 0xf8),(CBaseEntity *)0x0,(CBaseEntity *)0x0,
                             (CBaseEntity *)0x0,(IEntityFindFilter *)0x0),
       this_00 != (CBaseEntity *)0x0)) {
      if (((byte)this_00[0x14d] & 8) == 0) {
        CVar1 = this[0x14d];
      }
      else {
        CBaseEntity::CalcAbsolutePosition(this_00);
        CVar1 = this[0x14d];
      }
      if (((byte)CVar1 & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
      }
      NDebugOverlay::Line((Vector *)(this + 0x2e0),(Vector *)(this_00 + 0x2e0),0xff,100,100,true,0.0
                         );
    }
  }
  CBaseEntity::DrawDebugGeometryOverlays((CBaseEntity *)this);
  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)