L L4D2node

AddDebugTextLine

0x00874160 · 209 bytes · __cdecl

_Z16AddDebugTextLineffiPKciiiif

Decompiled

undefined (9 params)

/* AddDebugTextLine(float, float, int, char const*, int, int, int, int, float) */

void AddDebugTextLine(float param_1,float param_2,int param_3,char *param_4,int param_5,int param_6,
                     int param_7,int param_8,float param_9)

{
  UTIL_LogPrintf("%3.2f: Director debug: %s.\n",(double)*(float *)(gpGlobals + 0xc),param_4);
  if (s_debugPlayer != 0) {
    UTIL_MessageText(s_debugPlayer,param_4,0);
    return;
  }
  NDebugOverlay::ScreenTextLine
            (param_1,param_2,param_3,param_4,param_5,param_6,param_7,param_8,param_9);
  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)