L L4D2node

CBaseProp::DrawDebugGeometryOverlays

0x007e3a20 · 241 bytes · __thiscall

_ZN9CBaseProp25DrawDebugGeometryOverlaysEv

Decompiled

undefined (1 param)

/* CBaseProp::DrawDebugGeometryOverlays() */

void __thiscall CBaseProp::DrawDebugGeometryOverlays(CBaseProp *this)

{
  float fVar1;
  
  CBaseEntity::DrawDebugGeometryOverlays((CBaseEntity *)this);
  if (((byte)this[0x113] & 0x10) != 0) {
    if (this[0x105] == (CBaseProp)0x0) {
      NDebugOverlay::EntityBounds((CBaseEntity *)this,0xff,0,0,0,0.0);
      return;
    }
    if (this[0x105] == (CBaseProp)0x1) {
      NDebugOverlay::EntityBounds((CBaseEntity *)this,0xff,0xff,0xff,0,0.0);
    }
    else {
      fVar1 = (float)*(int *)(this + 0x100) * 1.91 + 64.0;
      if (fVar1 <= 0.0) {
        fVar1 = 0.0;
      }
      if (255.0 <= fVar1) {
        fVar1 = 255.0;
      }
      NDebugOverlay::EntityBounds((CBaseEntity *)this,0,(int)fVar1,0,0,0.0);
    }
  }
  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)