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 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.