L L4D2node

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 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)