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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.