L L4D2node

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 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)