L L4D2node

CPhysFixed::DrawDebugGeometryOverlays

0x00775fe0 · 209 bytes · __thiscall

_ZN10CPhysFixed25DrawDebugGeometryOverlaysEv

Decompiled

undefined (1 param)

/* CPhysFixed::DrawDebugGeometryOverlays() */

void __thiscall CPhysFixed::DrawDebugGeometryOverlays(CPhysFixed *this)

{
  char cVar1;
  int *piVar2;
  undefined4 local_64;
  undefined4 local_60;
  undefined4 local_5c;
  Vector local_58 [12];
  undefined1 local_4c [12];
  undefined4 local_40;
  undefined4 local_30;
  undefined4 local_20;
  
  if (((byte)this[0x110] & 0x2c) == 0) {
LAB_00775ff5:
    CBaseEntity::DrawDebugGeometryOverlays((CBaseEntity *)this);
    return;
  }
  piVar2 = *(int **)(this + 0x440);
  if (piVar2 != (int *)0x0) {
    (**(code **)(*piVar2 + 0x2c))(piVar2,local_4c,0);
    piVar2 = (int *)(**(code **)(**(int **)(this + 0x440) + 0x18))(*(int **)(this + 0x440));
    if (piVar2 != (int *)0x0) {
      cVar1 = (**(code **)(*piVar2 + 0x2c))(piVar2);
      if (cVar1 != '\0') {
        local_64 = local_40;
        local_60 = local_30;
        local_5c = local_20;
        (**(code **)(*piVar2 + 0xe4))(piVar2,local_58,&local_64);
        CBaseEntity::SetAbsOrigin((CBaseEntity *)this,local_58);
      }
    }
    if (((byte)this[0x110] & 0x2c) == 0) goto LAB_00775ff5;
  }
  DrawConstraintObjectsAxes((CBaseEntity *)this,*(IPhysicsConstraint **)(this + 0x440));
  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)