CFuncNavAttributeRegion::DrawDebugTextOverlays
0x00972460 · 193 bytes · __thiscall
_ZN23CFuncNavAttributeRegion21DrawDebugTextOverlaysEv
Decompiled
undefined (1 param)
/* CFuncNavAttributeRegion::DrawDebugTextOverlays() */
void __thiscall CFuncNavAttributeRegion::DrawDebugTextOverlays(CFuncNavAttributeRegion *this)
{
int iVar1;
char *pcVar2;
uint uVar3;
int iVar4;
int iVar5;
iVar1 = CBaseEntity::DrawDebugTextOverlays((CBaseEntity *)this);
if (((byte)this[0x110] & 1) != 0) {
iVar5 = 0x1f;
uVar3 = 1;
do {
while ((*(uint *)(this + 0x148) & uVar3) != 0) {
if (uVar3 == 2) {
pcVar2 = "EMPTY";
}
else {
iVar4 = 0;
do {
iVar4 = iVar4 + 1;
pcVar2 = *(char **)(spawnAttributeTable + iVar4 * 8);
if (pcVar2 == (char *)0x0) goto LAB_009724bf;
} while (uVar3 != *(uint *)(spawnAttributeTable + iVar4 * 8 + 4));
}
uVar3 = uVar3 * 2;
CBaseEntity::EntityText((CBaseEntity *)this,iVar1,pcVar2,0.01023,0xff,0xff,0xff,0xff);
iVar5 = iVar5 + -1;
iVar1 = iVar1 + 1;
if (iVar5 == 0) {
return;
}
}
LAB_009724bf:
uVar3 = uVar3 * 2;
iVar5 = iVar5 + -1;
} while (iVar5 != 0);
}
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.