L L4D2node

RenderSphere

0x002881c0 · 131 bytes · __cdecl

_Z12RenderSphereRK6Vectorfii5Colorbb

Decompiled

undefined (7 params)

/* RenderSphere(Vector const&, float, int, int, Color, bool, bool) */

void RenderSphere(undefined4 param_1,undefined4 param_2,undefined4 param_3,undefined4 param_4,
                 undefined4 param_5,char param_6,undefined1 param_7)

{
  undefined4 uVar1;
  
  InitializeStandardMaterials();
  uVar1 = s_pVertexColor;
  if (param_6 == '\0') {
    uVar1 = s_pVertexColorIgnoreZ;
  }
  RenderSphereInternal(param_1,param_2,param_3,param_4,param_5,uVar1,param_7);
  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)