L L4D2node

CPhysicsSpring::DrawDebugGeometryOverlays

0x0079bf00 · 306 bytes · __thiscall

_ZN14CPhysicsSpring25DrawDebugGeometryOverlaysEv

Decompiled

undefined (1 param)

/* CPhysicsSpring::DrawDebugGeometryOverlays() */

void __thiscall CPhysicsSpring::DrawDebugGeometryOverlays(CPhysicsSpring *this)

{
  float fVar1;
  int *piVar2;
  float local_4c;
  float local_48;
  float local_44;
  float local_40;
  float local_3c;
  float local_38;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  piVar2 = *(int **)(this + 0x440);
  if (piVar2 != (int *)0x0) {
    if (((byte)this[0x110] & 4) != 0) {
      (**(code **)(*piVar2 + 8))(piVar2,(Vector *)&local_4c,(Vector *)&local_40);
      local_34 = local_40 - local_4c;
      local_30 = local_3c - local_48;
      local_2c = local_38 - local_44;
      VectorNormalize((Vector *)&local_34);
      fVar1 = *(float *)(this + 0x44c);
      local_24 = local_30 * fVar1 + local_48;
      local_20 = local_2c * fVar1 + local_44;
      local_28 = fVar1 * local_34 + local_4c;
      NDebugOverlay::Line((Vector *)&local_4c,(Vector *)&local_28,0,0,0xff,false,0.0);
      NDebugOverlay::Line((Vector *)&local_28,(Vector *)&local_40,0xff,0,0,false,0.0);
    }
    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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)