L L4D2node

DrawSphere

0x00438d30 · 828 bytes · __cdecl

_Z10DrawSphereRK6Vectorfiiif

Decompiled

undefined (6 params)

/* DrawSphere(Vector const&, float, int, int, int, float) */

void DrawSphere(Vector *param_1,float param_2,int param_3,int param_4,int param_5,float param_6)

{
  int iVar1;
  longdouble lVar2;
  float fVar3;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  iVar1 = 0x11;
  local_28 = *(float *)param_1;
  local_24 = *(float *)(param_1 + 4);
  local_20 = *(float *)(param_1 + 8) + 50.0;
  NDebugOverlay::Line(param_1,(Vector *)&local_28,param_3,param_4,param_5,true,param_6);
  local_20 = *(float *)(param_1 + 8);
  local_28 = param_2 + *(float *)param_1;
  local_24 = *(float *)(param_1 + 4);
  fVar3 = 0.0;
  do {
    lVar2 = (longdouble)BotCOS(fVar3);
    local_34 = (float)lVar2 * param_2 + *(float *)param_1;
    local_30 = *(float *)(param_1 + 4);
    lVar2 = (longdouble)BotSIN(fVar3);
    local_2c = (float)lVar2 * param_2 + *(float *)(param_1 + 8);
    NDebugOverlay::Line((Vector *)&local_34,(Vector *)&local_28,param_3,param_4,param_5,true,param_6
                       );
    iVar1 = iVar1 + -1;
    local_28 = local_34;
    fVar3 = fVar3 + 22.5;
    local_24 = local_30;
    local_20 = local_2c;
  } while (iVar1 != 0);
  iVar1 = 0x11;
  local_20 = *(float *)(param_1 + 8);
  local_24 = param_2 + *(float *)(param_1 + 4);
  local_34 = *(float *)param_1;
  fVar3 = 0.0;
  local_28 = local_34;
  while( true ) {
    lVar2 = (longdouble)BotCOS(fVar3);
    local_30 = (float)lVar2 * param_2 + *(float *)(param_1 + 4);
    lVar2 = (longdouble)BotSIN(fVar3);
    local_2c = (float)lVar2 * param_2 + *(float *)(param_1 + 8);
    NDebugOverlay::Line((Vector *)&local_34,(Vector *)&local_28,param_3,param_4,param_5,true,param_6
                       );
    iVar1 = iVar1 + -1;
    local_28 = local_34;
    fVar3 = fVar3 + 22.5;
    local_24 = local_30;
    local_20 = local_2c;
    if (iVar1 == 0) break;
    local_34 = *(float *)param_1;
  }
  iVar1 = 0x11;
  local_20 = *(float *)(param_1 + 8);
  local_24 = param_2 + *(float *)(param_1 + 4);
  local_28 = *(float *)param_1;
  fVar3 = 0.0;
  do {
    lVar2 = (longdouble)BotCOS(fVar3);
    local_34 = (float)lVar2 * param_2 + *(float *)param_1;
    lVar2 = (longdouble)BotSIN(fVar3);
    local_30 = (float)lVar2 * param_2 + *(float *)(param_1 + 4);
    local_2c = *(float *)(param_1 + 8);
    NDebugOverlay::Line((Vector *)&local_34,(Vector *)&local_28,param_3,param_4,param_5,true,param_6
                       );
    iVar1 = iVar1 + -1;
    local_28 = local_34;
    fVar3 = fVar3 + 22.5;
    local_24 = local_30;
    local_20 = local_2c;
  } while (iVar1 != 0);
  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)