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 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.