L L4D2node

CPhysHinge::DrawDebugGeometryOverlays

0x007760c0 · 213 bytes · __thiscall

_ZN10CPhysHinge25DrawDebugGeometryOverlaysEv

Decompiled

undefined (1 param)

/* CPhysHinge::DrawDebugGeometryOverlays() */

void __thiscall CPhysHinge::DrawDebugGeometryOverlays(CPhysHinge *this)

{
  float local_18;
  float local_14;
  float local_10;
  
  if (((byte)this[0x110] & 0x2c) != 0) {
    local_14 = *(float *)(this + 0x490) * 48.0 + *(float *)(this + 0x484);
    local_10 = *(float *)(this + 0x494) * 48.0 + *(float *)(this + 0x488);
    local_18 = *(float *)(this + 0x48c) * 48.0 + *(float *)(this + 0x480);
    NDebugOverlay::Line((Vector *)(this + 0x480),(Vector *)&local_18,0,0xff,0,false,0.0);
    if (((byte)this[0x110] & 0x2c) != 0) {
      DrawConstraintObjectsAxes((CBaseEntity *)this,*(IPhysicsConstraint **)(this + 0x440));
      CBaseEntity::DrawDebugGeometryOverlays((CBaseEntity *)this);
      return;
    }
  }
  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)