L L4D2node

CPhysPulley::DrawDebugGeometryOverlays

0x00776660 · 650 bytes · __thiscall

_ZN11CPhysPulley25DrawDebugGeometryOverlaysEv

Decompiled

undefined (1 param)

/* CPhysPulley::DrawDebugGeometryOverlays() */

void __thiscall CPhysPulley::DrawDebugGeometryOverlays(CPhysPulley *this)

{
  Vector *pVVar1;
  int *piVar2;
  float local_7c;
  undefined4 local_78;
  undefined4 local_74;
  float local_70;
  undefined4 local_6c;
  undefined4 local_68;
  float local_64;
  undefined4 local_60;
  undefined4 local_5c;
  undefined4 local_58;
  undefined4 local_54;
  undefined4 local_50;
  undefined4 local_4c;
  undefined4 local_48;
  undefined4 local_44;
  
  if (((byte)this[0x110] & 0x2c) != 0) {
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    local_74 = *(undefined4 *)(this + 0x2e8);
    local_7c = *(float *)(this + 0x2e0);
    local_78 = *(undefined4 *)(this + 0x2e4);
    local_70 = local_7c;
    local_6c = local_78;
    local_68 = local_74;
    local_64 = local_7c;
    local_60 = local_78;
    local_5c = local_74;
    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 + 0x488),(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 + 0x494),(matrix3x4_t *)&local_4c,&local_64);
    }
    pVVar1 = (Vector *)(this + 0x47c);
    NDebugOverlay::Line((Vector *)&local_70,(Vector *)&local_7c,0,0xff,0,false,0.0);
    NDebugOverlay::Line((Vector *)&local_7c,pVVar1,0x80,0x80,0x80,false,0.0);
    NDebugOverlay::Line(pVVar1,(Vector *)&local_64,0,0xff,0,false,0.0);
    local_4c = 0x41000000;
    local_48 = 0x41000000;
    local_44 = 0x41000000;
    local_58 = 0xc1000000;
    local_54 = 0xc1000000;
    local_50 = 0xc1000000;
    NDebugOverlay::Box((Vector *)&local_7c,(Vector *)&local_58,(Vector *)&local_4c,0x80,0xff,0x80,
                       0x20,0.0);
    local_4c = 0x41000000;
    local_48 = 0x41000000;
    local_44 = 0x41000000;
    local_58 = 0xc1000000;
    local_54 = 0xc1000000;
    local_50 = 0xc1000000;
    NDebugOverlay::Box(pVVar1,(Vector *)&local_58,(Vector *)&local_4c,0xff,0x80,0x80,0x20,0.0);
    if (((byte)this[0x110] & 0x2c) != 0) {
      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)