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 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.