L L4D2node

CTriggerLook::DrawDebugTextOverlays

0x00b1e6a0 · 199 bytes · __thiscall

_ZN12CTriggerLook21DrawDebugTextOverlaysEv

Decompiled

undefined (1 param)

/* CTriggerLook::DrawDebugTextOverlays() */

int __thiscall CTriggerLook::DrawDebugTextOverlays(CTriggerLook *this)

{
  int iVar1;
  int iVar2;
  int in_GS_OFFSET;
  float fVar3;
  char local_11f [255];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar1 = CTriggerMultiple::DrawDebugTextOverlays((CTriggerMultiple *)this);
  iVar2 = iVar1;
  if (((byte)this[0x110] & 1) != 0) {
    fVar3 = 0.0;
    if (0.0 <= *(float *)(this + 0x5cc)) {
      fVar3 = *(float *)(this + 0x5cc);
    }
    V_snprintf(local_11f,0xff,"Time:   %3.2f",(double)(*(float *)(this + 0x5c8) - fVar3));
    iVar2 = iVar1 + 1;
    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)