L L4D2node

CEnvSoundscape::DrawDebugGeometryOverlays

0x0082df50 · 203 bytes · __thiscall

_ZN14CEnvSoundscape25DrawDebugGeometryOverlaysEv

Decompiled

undefined (1 param)

/* CEnvSoundscape::DrawDebugGeometryOverlays() */

void __thiscall CEnvSoundscape::DrawDebugGeometryOverlays(CEnvSoundscape *this)

{
  int *piVar1;
  Vector *pVVar2;
  int iVar3;
  
  if (((byte)this[0x110] & 0x2c) != 0) {
    piVar1 = (int *)UTIL_GetListenServerHost();
    if (piVar1 != (int *)0x0) {
      if (*(int *)(this + 0x30) == 0) {
        iVar3 = 0;
      }
      else {
        iVar3 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
      }
      if (piVar1[0x702] != iVar3) {
        piVar1 = (int *)(**(code **)(*piVar1 + 0x618))(piVar1);
        if (piVar1 != (int *)0x0) {
          pVVar2 = (Vector *)(**(code **)(*piVar1 + 0x288))(piVar1);
          if (((byte)this[0x14d] & 8) != 0) {
            CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
          }
          NDebugOverlay::Line((Vector *)(this + 0x2e0),pVVar2,0xff,0,0xff,false,0.0);
          CBaseEntity::DrawDebugGeometryOverlays((CBaseEntity *)this);
          return;
        }
      }
    }
  }
  CBaseEntity::DrawDebugGeometryOverlays((CBaseEntity *)this);
  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)