CPhysConstraint::DrawDebugTextOverlays
0x007774b0 · 343 bytes · __thiscall
_ZN15CPhysConstraint21DrawDebugTextOverlaysEv
Decompiled
undefined (1 param)
/* CPhysConstraint::DrawDebugTextOverlays() */
int __thiscall CPhysConstraint::DrawDebugTextOverlays(CPhysConstraint *this)
{
int iVar1;
int in_GS_OFFSET;
undefined1 local_144 [12];
float local_138;
float local_134;
CFmtStrN<256> local_12c [5];
char local_127 [263];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
iVar1 = CBaseEntity::DrawDebugTextOverlays((CBaseEntity *)this);
if ((*(int *)(this + 0x440) != 0) && (((byte)this[0x110] & 1) != 0)) {
_V_memset(local_144,0,0x18);
(**(code **)(**(int **)(this + 0x440) + 0x30))(*(int **)(this + 0x440),local_144);
if (((local_138 != 1.0) && (local_138 != 0.0)) || ((local_134 != 1.0 && (local_134 != 0.0)))) {
CFmtStrN<256>::CFmtStrN
(local_12c,"mass ratio %.4f:%.4f\n",(double)local_138,(double)local_134);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
NDebugOverlay::EntityTextAtPosition
((Vector *)(this + 0x2e0),iVar1,local_127,0.0,0xff,0xff,0,0xff);
}
iVar1 = iVar1 + 1;
}
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return iVar1;
}
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.