CPhysSlideConstraint::DrawDebugGeometryOverlays
0x00776270 · 405 bytes · __thiscall
_ZN20CPhysSlideConstraint25DrawDebugGeometryOverlaysEv
Decompiled
undefined (1 param)
/* CPhysSlideConstraint::DrawDebugGeometryOverlays() */
void __thiscall CPhysSlideConstraint::DrawDebugGeometryOverlays(CPhysSlideConstraint *this)
{
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
if (((byte)this[0x110] & 0x2c) != 0) {
local_28 = 0x41000000;
local_24 = 0x41000000;
local_20 = 0x41000000;
local_34 = 0xc1000000;
local_30 = 0xc1000000;
local_2c = 0xc1000000;
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
NDebugOverlay::Box((Vector *)(this + 0x2e0),(Vector *)&local_34,(Vector *)&local_28,0,0xff,0,0,
0.0);
local_28 = 0x40800000;
local_24 = 0x40800000;
local_20 = 0x40800000;
local_34 = 0xc0800000;
local_30 = 0xc0800000;
local_2c = 0xc0800000;
NDebugOverlay::Box((Vector *)(this + 0x480),(Vector *)&local_34,(Vector *)&local_28,0,0,0xff,0,
0.0);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
NDebugOverlay::Line((Vector *)(this + 0x2e0),(Vector *)(this + 0x480),0xff,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.