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 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.