CDirectorItemManager::DrawItems<CHandle<CBaseEntity>>
0x008a9c50 · 810 bytes · __thiscall
_ZN20CDirectorItemManager9DrawItemsI7CHandleI11CBaseEntityEEEvPKcP20EntityPopulationInfoIT_E
Decompiled
void (3 params)
/* void CDirectorItemManager::DrawItems<CHandle<CBaseEntity> >(char const*,
EntityPopulationInfo<CHandle<CBaseEntity> >*) */
void __thiscall
CDirectorItemManager::DrawItems<CHandle<CBaseEntity>>
(CDirectorItemManager *this,char *param_1,EntityPopulationInfo *param_2)
{
Vector *pVVar1;
uint uVar2;
undefined *puVar3;
Vector *pVVar4;
int local_30;
undefined4 local_28;
undefined4 local_24;
float local_20;
local_30 = 0;
if (0 < *(int *)(param_2 + 0x14)) {
do {
pVVar1 = *(Vector **)(*(int *)(param_2 + 8) + local_30 * 4);
pVVar4 = pVVar1;
do {
NDebugOverlay::Text(pVVar4,param_1,false,0.01023);
NDebugOverlay::Axis(pVVar4,(QAngle *)(pVVar4 + 0xc),5.0,true,0.01023);
if (*(Vector **)(pVVar4 + 0x18) != (Vector *)0x0) {
NDebugOverlay::Line(pVVar4,*(Vector **)(pVVar4 + 0x18),0xff,0xff,0,true,0.01023);
}
uVar2 = *(uint *)(pVVar4 + 0x1c);
if ((((uVar2 == 0xffffffff) ||
(puVar3 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc))
|| (*(uint *)(puVar3 + 8) != uVar2 >> 0xc)) || (*(int *)(puVar3 + 4) == 0)) {
pVVar4 = *(Vector **)(pVVar4 + 0x18);
}
else {
local_28 = *(undefined4 *)pVVar4;
local_24 = *(undefined4 *)(pVVar4 + 4);
local_20 = *(float *)(pVVar4 + 8) + 25.0;
NDebugOverlay::VertArrow((Vector *)&local_28,pVVar4,5.0,0xff,100,0,0xff,true,0.01023);
pVVar4 = *(Vector **)(pVVar4 + 0x18);
}
} while ((pVVar4 != pVVar1) && (pVVar4 != (Vector *)0x0));
local_30 = local_30 + 1;
} while (local_30 < *(int *)(param_2 + 0x14));
}
local_30 = 0;
if (0 < *(int *)(this + 0x428)) {
do {
pVVar1 = *(Vector **)(*(int *)(this + 0x41c) + local_30 * 4);
pVVar4 = pVVar1;
do {
NDebugOverlay::Text(pVVar4,param_1,false,0.01023);
NDebugOverlay::Axis(pVVar4,(QAngle *)(pVVar4 + 0xc),5.0,true,0.01023);
if (*(Vector **)(pVVar4 + 0x18) != (Vector *)0x0) {
NDebugOverlay::Line(pVVar4,*(Vector **)(pVVar4 + 0x18),0xff,0,0xff,true,0.01023);
}
uVar2 = *(uint *)(pVVar4 + 0x1c);
if (((uVar2 == 0xffffffff) ||
(puVar3 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
((*(uint *)(puVar3 + 8) != uVar2 >> 0xc || (*(int *)(puVar3 + 4) == 0)))) {
pVVar4 = *(Vector **)(pVVar4 + 0x18);
}
else {
local_28 = *(undefined4 *)pVVar4;
local_24 = *(undefined4 *)(pVVar4 + 4);
local_20 = *(float *)(pVVar4 + 8) + 25.0;
NDebugOverlay::VertArrow((Vector *)&local_28,pVVar4,5.0,0,0xff,0xff,0xff,true,0.01023);
pVVar4 = *(Vector **)(pVVar4 + 0x18);
}
} while ((pVVar4 != pVVar1) && (pVVar4 != (Vector *)0x0));
local_30 = local_30 + 1;
} while (local_30 < *(int *)(this + 0x428));
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.