CSceneEntity::DrawDebugTextOverlays
0x0080f6b0 · 341 bytes · __thiscall
_ZN12CSceneEntity21DrawDebugTextOverlaysEv
Decompiled
undefined (1 param)
/* CSceneEntity::DrawDebugTextOverlays() */
int __thiscall CSceneEntity::DrawDebugTextOverlays(CSceneEntity *this)
{
int iVar1;
int iVar2;
char *pcVar3;
int in_GS_OFFSET;
char local_220 [512];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
iVar2 = CBaseEntity::DrawDebugTextOverlays((CBaseEntity *)this);
if (((byte)this[0x110] & 1) != 0) {
pcVar3 = "vote_cast_no";
if (this[0x494] != (CSceneEntity)0x0) {
pcVar3 = "vote_cast_yes";
}
V_snprintf(local_220,0x200,"Playing back: %s",pcVar3 + 10);
CBaseEntity::EntityText((CBaseEntity *)this,iVar2,local_220,0.0,0xff,0xff,0xff,0xff);
iVar1 = iVar2 + 1;
pcVar3 = "no";
if ((this[0x495] != (CSceneEntity)0x0) &&
(pcVar3 = "yes - via input", this[0x4bc] == (CSceneEntity)0x0)) {
pcVar3 = "yes";
}
iVar2 = iVar2 + 2;
V_snprintf(local_220,0x200,"Paused: %s",pcVar3);
CBaseEntity::EntityText((CBaseEntity *)this,iVar1,local_220,0.0,0xff,0xff,0xff,0xff);
}
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return iVar2;
}
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.