L L4D2node

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 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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)