L L4D2node

RenderLines

0x002897f0 · 56 bytes · __cdecl

_Z11RenderLinesiPK6VectorS1_PK5Colorb

Decompiled

undefined (5 params)

/* RenderLines(int, Vector const*, Vector const*, Color const*, bool) */

void RenderLines(int param_1,Vector *param_2,Vector *param_3,Color *param_4,bool param_5)

{
  RenderLinesInternal(param_1,param_2,param_3,param_4,param_5,false);
  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)