DEBUG_DrawScalarMeter
0x008eba60 · 1019 bytes · __cdecl
_Z21DEBUG_DrawScalarMeterfPKcii
Decompiled
undefined (4 params)
/* DEBUG_DrawScalarMeter(float, char const*, int, int) */
void DEBUG_DrawScalarMeter(float param_1,char *param_2,int param_3,int param_4)
{
float fVar1;
float fVar2;
undefined4 uVar3;
undefined4 uVar4;
int iVar5;
iVar5 = 0;
fVar2 = ((float)param_3 / (float)param_4) * 0.8 + 0.099999994;
(**(code **)(*debugoverlay + 0x18))
(debugoverlay,0x3a83126f,0x3da3d709,0x3dcccccd,0xff,10,10,0xff,"0.0");
(**(code **)(*debugoverlay + 0x18))
(debugoverlay,0x3e010625,0x3da3d709,0x3dcccccd,0xff,10,10,0xff,&DAT_00c07a84);
(**(code **)(*debugoverlay + 0x18))
(debugoverlay,0x3e808312,0x3da3d709,0x3dcccccd,0xff,10,10,0xff,&DAT_00c4fa33);
(**(code **)(*debugoverlay + 0x18))
(debugoverlay,0x3ec08312,0x3da3d709,0x3dcccccd,0xff,10,10,0xff,&DAT_00c8d208);
(**(code **)(*debugoverlay + 0x18))
(debugoverlay,0x3f004189,0x3da3d709,0x3dcccccd,0xff,10,10,0xff,&DAT_00c096e0);
(**(code **)(*debugoverlay + 0x18))
(debugoverlay,0x3f7ef9db,0x3da3d709,0x3dcccccd,0xff,10,10,0xff,"0.0");
(**(code **)(*debugoverlay + 0x18))
(debugoverlay,0x3f604189,0x3da3d709,0x3dcccccd,0xff,10,10,0xff,&DAT_00c07a84);
(**(code **)(*debugoverlay + 0x18))
(debugoverlay,0x3f404189,0x3da3d709,0x3dcccccd,0xff,10,10,0xff,&DAT_00c4fa33);
(**(code **)(*debugoverlay + 0x18))
(debugoverlay,0x3f204189,0x3da3d709,0x3dcccccd,0xff,10,10,0xff,&DAT_00c8d208);
(**(code **)(*debugoverlay + 0x18))
(debugoverlay,0x3a83126f,fVar2,0x3dcccccd,200,0xff,0x5a,0xff,param_2);
do {
fVar1 = (float)iVar5 * 0.02;
if (param_1 < fVar1) {
return;
}
uVar4 = 0;
uVar3 = 0;
if (0.5 < fVar1) {
uVar3 = 0xff;
}
if (fVar1 <= 0.75) {
uVar4 = 0xff;
}
iVar5 = iVar5 + 1;
(**(code **)(*debugoverlay + 0x18))
(debugoverlay,fVar1 * 0.5 + 0.001,fVar2 + 0.01,0x3dcccccd,uVar3,uVar4,0,0xff,
&DAT_00c60de3);
} while (iVar5 != 0x32);
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.