CPropDoorRotating::DrawDebugTextOverlays
0x007e5630 · 824 bytes · __thiscall
_ZN17CPropDoorRotating21DrawDebugTextOverlaysEv
Decompiled
undefined (1 param)
/* CPropDoorRotating::DrawDebugTextOverlays() */
int __thiscall CPropDoorRotating::DrawDebugTextOverlays(CPropDoorRotating *this)
{
char cVar1;
int iVar2;
int iVar3;
int in_GS_OFFSET;
int local_230;
char local_220 [512];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
iVar2 = CBaseAnimating::DrawDebugTextOverlays((CBaseAnimating *)this);
if (((byte)this[0x110] & 1) != 0) {
V_snprintf(local_220,0x200,"Avelocity: %.2f %.2f %.2f",(double)*(float *)(this + 0x280),
(double)*(float *)(this + 0x284),(double)*(float *)(this + 0x288));
CBaseEntity::EntityText((CBaseEntity *)this,iVar2,local_220,0.0,0xff,0xff,0xff,0xff);
local_230 = iVar2 + 1;
if (this[0x1624] != (CPropDoorRotating)0x0) {
CBaseEntity::EntityText((CBaseEntity *)this,local_230,"LOCKED",0.0,0xff,0xff,0xff,0xff);
local_230 = iVar2 + 2;
}
iVar2 = *(int *)(this + 0x15f4);
if (iVar2 == 2) {
V_strncpy(local_220,"DOOR STATE: OPEN",0x200);
}
else if (iVar2 == 0) {
V_strncpy(local_220,"DOOR STATE: CLOSED",0x200);
}
else if (iVar2 == 1) {
V_strncpy(local_220,"DOOR STATE: OPENING",0x200);
}
else if (iVar2 == 3) {
V_strncpy(local_220,"DOOR STATE: CLOSING",0x200);
}
else if (iVar2 == 4) {
V_strncpy(local_220,"DOOR STATE: AJAR",0x200);
}
iVar3 = local_230 + 1;
CBaseEntity::EntityText((CBaseEntity *)this,local_230,local_220,0.0,0xff,0xff,0xff,0xff);
cVar1 = (**(code **)(*(int *)this + 0x478))(this);
if (cVar1 != '\0') {
CBaseEntity::EntityText((CBaseEntity *)this,iVar3,"CHECKPOINT DOOR",0.0,0xff,0xff,0xff,0xff);
iVar3 = local_230 + 2;
if (this[0x162f] != (CPropDoorRotating)0x0) {
CBaseEntity::EntityText
((CBaseEntity *)this,iVar3,"DISABLED BY CHECKPOINT",0.0,0xff,0xff,0xff,0xff);
iVar3 = local_230 + 3;
}
}
iVar2 = iVar3;
if (this[0x162e] != (CPropDoorRotating)0x0) {
iVar2 = iVar3 + 1;
CBaseEntity::EntityText((CBaseEntity *)this,iVar3,"RESCUE DOOR",0.0,0xff,0xff,0xff,0xff);
}
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return iVar2;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.