L L4D2node

CPathTrack::DrawDebugGeometryOverlays

0x007712f0 · 161 bytes · __thiscall

_ZN10CPathTrack25DrawDebugGeometryOverlaysEv

Decompiled

undefined (1 param)

/* CPathTrack::DrawDebugGeometryOverlays() */

void __thiscall CPathTrack::DrawDebugGeometryOverlays(CPathTrack *this)

{
  CPathTrack CVar1;
  CBaseEntity *this_00;
  
  if ((((byte)this[0x110] & 0x24) != 0) &&
     (this_00 = *(CBaseEntity **)(this + 0x440), 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)