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 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.