DrawPhysicsBounds
0x00772e50 · 263 bytes · __regparm3
_ZL17DrawPhysicsBoundsP14IPhysicsObjectiiii.constprop.67
Decompiled
undefined (5 params)
/* DrawPhysicsBounds(IPhysicsObject*, int, int, int, int) [clone .constprop.67] */
void __regparm3
DrawPhysicsBounds(IPhysicsObject *param_1,int param_2,int param_3,int param_4,int param_5)
{
undefined4 uVar1;
Vector local_4c [12];
QAngle local_40 [12];
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
uVar1 = (**(code **)(*(int *)param_1 + 300))(param_1);
(**(code **)(*(int *)param_1 + 0xc4))(param_1,local_4c,local_40);
(**(code **)(*physcollision + 0x60))
(physcollision,(Vector *)&local_34,(Vector *)&local_28,uVar1,&vec3_origin,&vec3_angle);
local_34 = local_34 - 1.0;
local_30 = local_30 - 1.0;
local_2c = local_2c - 1.0;
local_28 = local_28 + 1.0;
local_24 = local_24 + 1.0;
local_20 = local_20 + 1.0;
NDebugOverlay::BoxAngles
(local_4c,(Vector *)&local_34,(Vector *)&local_28,local_40,param_2,param_3,0,0xc,0.0);
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.