L L4D2node

CTerrorPlayer::UpdateZombieDebugDraws

0x009fde90 · 573 bytes · __thiscall

_ZN13CTerrorPlayer22UpdateZombieDebugDrawsEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::UpdateZombieDebugDraws() */

void __thiscall CTerrorPlayer::UpdateZombieDebugDraws(CTerrorPlayer *this)

{
  CTerrorPlayer CVar1;
  int iVar2;
  uint uVar3;
  int iVar4;
  int iVar5;
  int in_GS_OFFSET;
  undefined4 local_22c;
  undefined4 local_228;
  float local_224;
  char local_220 [512];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if (*(int *)(ZombieDebug._28_4_ + 0x30) != 0) {
    iVar2 = (**(code **)(*(int *)this + 0x544))(this);
    uVar3 = iVar2 - 1;
    if (uVar3 < 8) {
      CVar1 = this[0x14d];
      iVar2 = *(int *)(CSWTCH_3710 + uVar3 * 4);
      iVar5 = *(int *)(CSWTCH_3711 + uVar3 * 4);
      iVar4 = *(int *)(CSWTCH_3712 + uVar3 * 4);
    }
    else {
      iVar4 = 0;
      CVar1 = this[0x14d];
      iVar5 = 0xff;
      iVar2 = 0xff;
    }
    if ((((byte)CVar1 & 8) != 0) &&
       (CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this), ((byte)this[0x14d] & 8) != 0)) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    local_22c = *(undefined4 *)(this + 0x2e0);
    local_228 = *(undefined4 *)(this + 0x2e4);
    local_224 = *(float *)(this + 0x2e8) + 70.0;
    NDebugOverlay::VertArrow
              ((Vector *)&local_22c,(Vector *)(this + 0x2e0),30.0,iVar2,iVar5,iVar4,0xff,true,0.1);
    if (*(int *)(ZombieDebug._28_4_ + 0x30) != 0) {
      iVar2 = (**(code **)(*(int *)this + 0x52c))(this);
      if (iVar2 == 0) {
        V_snprintf(local_220,0x200,"Flow: NULL");
      }
      else {
        V_snprintf(local_220,0x200,"Flow: %3.2f",(double)*(float *)(iVar2 + 0x154));
      }
      if (*(int *)(this + 0x30) == 0) {
        iVar2 = 0;
      }
      else {
        iVar2 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
      }
      NDebugOverlay::EntityText(iVar2,1,local_220,0.1,0xff,0xff,0xff,0xff);
    }
  }
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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)