L L4D2node

ScratchPad_DrawWorldToScratchPad

0x0081fea0 · 281 bytes · __cdecl

_Z32ScratchPad_DrawWorldToScratchPadP13IScratchPad3Dm

Decompiled

undefined (2 params)

/* ScratchPad_DrawWorldToScratchPad(IScratchPad3D*, unsigned long) */

void ScratchPad_DrawWorldToScratchPad(IScratchPad3D *param_1,ulong param_2)

{
  CBaseEntity *pCVar1;
  int iVar2;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  (**(code **)(*(int *)param_1 + 0x38))(param_1,0,0);
  if ((param_2 & 1) != 0) {
    (**(code **)(*engine + 0x140))(engine,param_1,0);
  }
  if ((param_2 & 6) != 0) {
    pCVar1 = (CBaseEntity *)
             CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0);
    if (pCVar1 != (CBaseEntity *)0x0) {
      do {
        iVar2 = __dynamic_cast(pCVar1,&CBaseEntity::typeinfo,&CBasePlayer::typeinfo,0);
        if (iVar2 == 0) {
          if ((param_2 & 4) != 0) {
            local_28 = 0x3e99999a;
            local_24 = 0x3e99999a;
            local_20 = 0x3f800000;
LAB_0081ff2c:
            ScratchPad_DrawEntityToScratchPad(param_1,param_2,pCVar1,(Vector *)&local_28);
          }
        }
        else if ((param_2 & 2) != 0) {
          local_28 = 0x3f800000;
          local_24 = 0x3f000000;
          local_20 = 0;
          goto LAB_0081ff2c;
        }
        pCVar1 = (CBaseEntity *)CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar1);
      } while (pCVar1 != (CBaseEntity *)0x0);
    }
  }
  return;
}

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)