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 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.