L L4D2node

CTriggerWind::DrawDebugTextOverlays

0x00b13d80 · 291 bytes · __thiscall

_ZN12CTriggerWind21DrawDebugTextOverlaysEv

Decompiled

undefined (1 param)

/* CTriggerWind::DrawDebugTextOverlays() */

int __thiscall CTriggerWind::DrawDebugTextOverlays(CTriggerWind *this)

{
  int iVar1;
  int iVar2;
  int in_GS_OFFSET;
  char local_11f [255];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar2 = CBaseEntity::DrawDebugTextOverlays((CBaseEntity *)this);
  if (((byte)this[0x110] & 1) != 0) {
    V_snprintf(local_11f,0xff,"Dir: %i (%i)",*(undefined4 *)(this + 0x464),
               *(undefined4 *)(this + 0x468));
    CBaseEntity::EntityText((CBaseEntity *)this,iVar2,local_11f,0.0,0xff,0xff,0xff,0xff);
    V_snprintf(local_11f,0xff,"Speed: %i (%i)",*(undefined4 *)(this + 0x454),
               *(undefined4 *)(this + 0x458));
    iVar1 = iVar2 + 1;
    iVar2 = iVar2 + 2;
    CBaseEntity::EntityText((CBaseEntity *)this,iVar1,local_11f,0.0,0xff,0xff,0xff,0xff);
  }
  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)