L L4D2node

CScrollingScreenOverlay::Draw

0x00b4c0c0 · 468 bytes · __thiscall

_ZN23CScrollingScreenOverlay4DrawEv

Decompiled

undefined (1 param)

/* CScrollingScreenOverlay::Draw() */

void __thiscall CScrollingScreenOverlay::Draw(CScrollingScreenOverlay *this)

{
  float fVar1;
  char *pcVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  uint uVar6;
  int iVar7;
  int in_GS_OFFSET;
  float fVar8;
  undefined **local_42c;
  undefined1 local_428;
  char local_427 [1027];
  undefined4 local_24;
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if (*(int *)(developer._28_4_ + 0x30) != 0) {
    uVar6 = (uint)*(ushort *)(this + 0xc);
    iVar5 = *(int *)(this + 0x28);
    if (*(ushort *)(this + 0xc) != 0xffff) {
      iVar3 = *(int *)this;
      if (*(float *)(this + 0x24) <=
          *(float *)(gpGlobals + 0xc) - *(float *)(iVar3 + 0x10 + uVar6 * 0x24)) {
        do {
          CUtlLinkedList<CScrollingScreenOverlay::TextLine_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CScrollingScreenOverlay::TextLine_t,unsigned_short>,unsigned_short>>
          ::Free((CUtlLinkedList<CScrollingScreenOverlay::TextLine_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CScrollingScreenOverlay::TextLine_t,unsigned_short>,unsigned_short>>
                  *)this,(ushort)uVar6);
          uVar6 = (uint)*(ushort *)(this + 0xc);
          if (*(ushort *)(this + 0xc) == 0xffff) goto LAB_00b4c151;
          iVar3 = *(int *)this;
        } while (*(float *)(this + 0x24) <=
                 *(float *)(gpGlobals + 0xc) - *(float *)(iVar3 + 0x10 + uVar6 * 0x24));
      }
      local_42c = &PTR_InitQuietTruncation_00bfa898;
      local_428 = 1;
      local_427[0] = '\0';
      local_24 = 0;
      do {
        iVar7 = uVar6 * 0x24;
        iVar4 = 0xff;
        fVar1 = *(float *)((CUtlString *)(iVar3 + iVar7) + 0x10);
        fVar8 = *(float *)(gpGlobals + 0xc) - fVar1;
        if (*(float *)(this + 0x24) - 1.0 < fVar8) {
          iVar4 = (int)((*(float *)(this + 0x24) - fVar8) * 255.0);
        }
        pcVar2 = CUtlString::operator_cast_to_char_((CUtlString *)(iVar3 + iVar7));
        CFmtStrN<1024>::sprintf((CFmtStrN<1024> *)&local_42c,"(%0.2f): %s",(double)fVar1,pcVar2);
        iVar3 = *(int *)this + iVar7;
        NDebugOverlay::ScreenTextLine
                  (*(float *)(this + 0x1c),*(float *)(this + 0x20),iVar5,local_427,
                   *(int *)(iVar3 + 0x14),*(int *)(iVar3 + 0x18),*(int *)(iVar3 + 0x1c),iVar4,
                   0.01023);
        iVar3 = *(int *)this;
        uVar6 = (uint)*(ushort *)(iVar3 + 0x22 + iVar7);
        iVar5 = iVar5 + 1;
      } while (uVar6 != 0xffff);
    }
  }
LAB_00b4c151:
  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)