L L4D2node

CDirectorSessionManager::DrawDebug

0x008bdbe0 · 381 bytes · __thiscall

_ZN23CDirectorSessionManager9DrawDebugEi

Decompiled

undefined (2 params)

/* CDirectorSessionManager::DrawDebug(int) */

int __thiscall CDirectorSessionManager::DrawDebug(CDirectorSessionManager *this,int param_1)

{
  float fVar1;
  int iVar2;
  int in_GS_OFFSET;
  longdouble lVar3;
  undefined **local_12c;
  undefined1 local_128;
  char local_127 [259];
  undefined4 local_24;
  int local_20;
  
  local_128 = 1;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  local_12c = &PTR_InitQuietTruncation_00c08ee8;
  local_127[0] = '\0';
  local_24 = 0;
  AddDebugTextLine(0.01,0.0,param_1,"SESSION STATS",0xff,0xff,0xff,0xff,0.01023);
  iVar2 = param_1 + 1;
  if (this[0x18] == (CDirectorSessionManager)0x0) {
    fVar1 = *(float *)(this + 0x24);
    if (fVar1 <= 0.0) {
      CFmtStrN<256>::sprintf((CFmtStrN<256> *)&local_12c,"  Waiting for survivors");
    }
    else {
      lVar3 = (longdouble)CountdownTimer::Now();
      CFmtStrN<256>::sprintf
                ((CFmtStrN<256> *)&local_12c,"  Survivor ready time: %0.0f seconds",
                 (double)(fVar1 - (float)lVar3));
    }
    iVar2 = param_1 + 2;
    AddDebugTextLine(0.01,0.0,param_1 + 1,local_127,0xff,0xff,0,0xff,0.01023);
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return iVar2;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)