L L4D2node

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 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)