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 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.