L L4D2node

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 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)