CPhysLength::DrawDebugGeometryOverlays
0x00776410 · 577 bytes · __thiscall
_ZN11CPhysLength25DrawDebugGeometryOverlaysEv
Decompiled
undefined (1 param)
/* CPhysLength::DrawDebugGeometryOverlays() */
void __thiscall CPhysLength::DrawDebugGeometryOverlays(CPhysLength *this)
{
float fVar1;
int *piVar2;
longdouble lVar3;
float local_70;
float local_6c;
float local_68;
float local_64;
float local_60;
float local_5c;
float local_58;
float local_54;
float local_50;
float local_4c;
float local_48;
float local_44;
if (((byte)this[0x110] & 0x2c) != 0) {
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
local_70 = *(float *)(this + 0x2e0);
local_6c = *(float *)(this + 0x2e4);
local_68 = *(float *)(this + 0x2e8);
local_64 = local_70;
local_60 = local_6c;
local_5c = local_68;
piVar2 = (int *)(**(code **)(**(int **)(this + 0x440) + 0x18))(*(int **)(this + 0x440));
if (piVar2 != (int *)0x0) {
(**(code **)(*piVar2 + 200))(piVar2,(matrix3x4_t *)&local_4c);
VectorTransform((float *)(this + 0x47c),(matrix3x4_t *)&local_4c,&local_70);
}
piVar2 = (int *)(**(code **)(**(int **)(this + 0x440) + 0x1c))(*(int **)(this + 0x440));
if (piVar2 != (int *)0x0) {
(**(code **)(*piVar2 + 200))(piVar2,(matrix3x4_t *)&local_4c);
VectorTransform((float *)(this + 0x488),(matrix3x4_t *)&local_4c,&local_64);
}
local_58 = local_64 - local_70;
local_54 = local_60 - local_6c;
local_50 = local_5c - local_68;
lVar3 = (longdouble)VectorNormalize((Vector *)&local_58);
fVar1 = *(float *)(this + 0x4a8);
if (fVar1 < (float)lVar3) {
local_48 = local_54 * fVar1 + local_6c;
local_44 = local_50 * fVar1 + local_68;
local_4c = fVar1 * local_58 + local_70;
NDebugOverlay::Line((Vector *)&local_70,(Vector *)&local_4c,0,0xff,0,false,0.0);
NDebugOverlay::Line((Vector *)&local_4c,(Vector *)&local_64,0xff,0,0,false,0.0);
}
else {
NDebugOverlay::Line((Vector *)&local_70,(Vector *)&local_64,0,0xff,0,false,0.0);
}
if (((byte)this[0x110] & 0x2c) != 0) {
DrawConstraintObjectsAxes((CBaseEntity *)this,*(IPhysicsConstraint **)(this + 0x440));
}
}
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
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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.