CTriggerPush::DrawDebugGeometryOverlays
0x00b14340 · 277 bytes · __thiscall
_ZN12CTriggerPush25DrawDebugGeometryOverlaysEv
Decompiled
undefined (1 param)
/* CTriggerPush::DrawDebugGeometryOverlays() */
void __thiscall CTriggerPush::DrawDebugGeometryOverlays(CTriggerPush *this)
{
float *pfVar1;
Vector *pVVar2;
float local_24;
float local_20;
float local_1c;
float local_18;
float local_14;
float local_10;
CBaseEntity::DrawDebugGeometryOverlays((CBaseEntity *)this);
if (((byte)this[0x110] & 4) != 0) {
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
VectorRotate((float *)(this + 0x56c),(matrix3x4_t *)(this + 0x28c),&local_24);
pfVar1 = (float *)(**(code **)(*(int *)this + 0x288))(this);
local_18 = local_24 * 100.0 + *pfVar1;
local_14 = local_20 * 100.0 + pfVar1[1];
local_10 = local_1c * 100.0 + pfVar1[2];
pVVar2 = (Vector *)(**(code **)(*(int *)this + 0x288))(this);
NDebugOverlay::VertArrow(pVVar2,(Vector *)&local_18,10.0,0xff,0,0xff,0,true,0.1);
}
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.