CPointPush::DrawDebugGeometryOverlays
0x0079c4c0 · 250 bytes · __thiscall
_ZN10CPointPush25DrawDebugGeometryOverlaysEv
Decompiled
undefined (1 param)
/* CPointPush::DrawDebugGeometryOverlays() */
void __thiscall CPointPush::DrawDebugGeometryOverlays(CPointPush *this)
{
float fVar1;
undefined4 local_24;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
local_18 = 0x40000000;
local_14 = 0x40000000;
local_10 = 0x40000000;
local_24 = 0xc0000000;
local_20 = 0xc0000000;
local_1c = 0xc0000000;
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
NDebugOverlay::Box((Vector *)(this + 0x2e0),(Vector *)&local_24,(Vector *)&local_18,0,0xff,0,0x10,
0.05);
fVar1 = *(float *)(this + 0x448);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
NDebugOverlay::Sphere((Vector *)(this + 0x2e0),(QAngle *)&vec3_angle,fVar1,0,0xff,0,0,false,0.05);
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.