InfoChangelevel::DrawDebugTextOverlays
0x00864a90 · 362 bytes · __thiscall
_ZN15InfoChangelevel21DrawDebugTextOverlaysEv
Decompiled
undefined (1 param)
/* InfoChangelevel::DrawDebugTextOverlays() */
int __thiscall InfoChangelevel::DrawDebugTextOverlays(InfoChangelevel *this)
{
uint uVar1;
CBaseEntity *this_00;
undefined4 uVar2;
char *pcVar3;
undefined *puVar4;
int iVar5;
int iVar6;
int in_GS_OFFSET;
int local_b0;
undefined **local_ac;
undefined1 local_a8;
undefined1 local_a7;
undefined4 local_24;
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
local_b0 = CBaseTrigger::DrawDebugTextOverlays((CBaseTrigger *)this);
if (((byte)this[0x110] & 1) != 0) {
local_a8 = 1;
local_ac = &PTR_InitQuietTruncation_00c50f80;
local_a7 = 0;
local_24 = 0;
if (0 < *(int *)(this + 0x560)) {
iVar6 = 0;
do {
while( true ) {
uVar1 = *(uint *)(*(int *)(this + 0x554) + iVar6 * 4);
if ((((uVar1 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc))
|| (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) ||
(this_00 = *(CBaseEntity **)(puVar4 + 4), this_00 == (CBaseEntity *)0x0)) break;
uVar2 = CBaseEntity::GetDebugName(this_00);
if (*(int *)(this_00 + 0x30) == 0) {
iVar5 = 0;
}
else {
iVar5 = *(int *)(this_00 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
iVar6 = iVar6 + 1;
pcVar3 = (char *)CFmtStrN<128>::sprintf
((CFmtStrN<128> *)&local_ac,"Touching: %d(%s)\n",iVar5,uVar2);
iVar5 = local_b0 + 1;
CBaseEntity::EntityText((CBaseEntity *)this,local_b0,pcVar3,0.0,0,0xff,0x40,0xff);
local_b0 = iVar5;
if (*(int *)(this + 0x560) <= iVar6) goto LAB_00864bd9;
}
iVar6 = iVar6 + 1;
} while (iVar6 < *(int *)(this + 0x560));
}
}
LAB_00864bd9:
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return local_b0;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.