L L4D2node

DrawConstraintObjectsAxes

0x00772f60 · 465 bytes · __regparm3

_ZL25DrawConstraintObjectsAxesP11CBaseEntityP18IPhysicsConstraint

Decompiled

undefined (2 params)

/* DrawConstraintObjectsAxes(CBaseEntity*, IPhysicsConstraint*) */

void __regparm3 DrawConstraintObjectsAxes(CBaseEntity *param_1,IPhysicsConstraint *param_2)

{
  char cVar1;
  char cVar2;
  IPhysicsObject *pIVar3;
  Vector *pVVar4;
  matrix3x4_t *pmVar5;
  undefined4 local_a0;
  undefined4 local_9c;
  undefined4 local_98;
  Vector local_94 [12];
  float local_88 [3];
  matrix3x4_t local_7c [12];
  undefined4 local_70;
  undefined4 local_60;
  undefined4 local_50;
  matrix3x4_t local_4c [12];
  undefined4 local_40;
  undefined4 local_30;
  undefined4 local_20;
  
  if ((param_2 != (IPhysicsConstraint *)0x0) && (param_1 != (CBaseEntity *)0x0)) {
    pmVar5 = local_7c;
    cVar1 = (**(code **)(*(int *)param_2 + 0x2c))(param_2,pmVar5,local_4c);
    pIVar3 = (IPhysicsObject *)(**(code **)(*(int *)param_2 + 0x18))(param_2);
    if (pIVar3 != (IPhysicsObject *)0x0) {
      pVVar4 = (Vector *)pIVar3;
      cVar2 = (**(code **)(*(int *)pIVar3 + 8))();
      if (cVar2 == '\0') {
        if (cVar1 != '\0') {
          MatrixAngles(local_7c,local_88);
          local_a0 = local_70;
          local_9c = local_60;
          local_98 = local_50;
          pVVar4 = local_94;
          (**(code **)(*(int *)pIVar3 + 0xe4))(pIVar3,pVVar4,&local_a0);
          pmVar5 = (matrix3x4_t *)&vec3_angle;
          NDebugOverlay::Axis(pVVar4,(QAngle *)&vec3_angle,12.0,false,0.0);
        }
        DrawPhysicsBounds(pIVar3,0,0xff,(int)pVVar4,(int)pmVar5);
      }
    }
    pIVar3 = (IPhysicsObject *)(**(code **)(*(int *)param_2 + 0x1c))(param_2);
    if (pIVar3 != (IPhysicsObject *)0x0) {
      pVVar4 = (Vector *)pIVar3;
      cVar2 = (**(code **)(*(int *)pIVar3 + 8))();
      if (cVar2 == '\0') {
        if (cVar1 != '\0') {
          pVVar4 = local_94;
          MatrixAngles(local_4c,local_88);
          local_a0 = local_40;
          local_9c = local_30;
          local_98 = local_20;
          (**(code **)(*(int *)pIVar3 + 0xe4))(pIVar3,pVVar4,&local_a0);
          pmVar5 = (matrix3x4_t *)&vec3_angle;
          NDebugOverlay::Axis(pVVar4,(QAngle *)&vec3_angle,12.0,false,0.0);
        }
        DrawPhysicsBounds(pIVar3,0xff,0,(int)pVVar4,(int)pmVar5);
        return;
      }
    }
  }
  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.



        

        

          

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