NDebugOverlay::BoxDirection
0x00442c60 · 140 bytes · __cdecl
_ZN13NDebugOverlay12BoxDirectionERK6VectorS2_S2_S2_iiiif
Decompiled
undefined (9 params)
/* NDebugOverlay::BoxDirection(Vector const&, Vector const&, Vector const&, Vector const&, int, int,
int, int, float) */
void NDebugOverlay::BoxDirection
(Vector *param_1,Vector *param_2,Vector *param_3,Vector *param_4,int param_5,
int param_6,int param_7,int param_8,float param_9)
{
longdouble lVar1;
undefined4 local_18;
float local_14;
undefined4 local_10;
local_18 = vec3_angle;
local_14 = (float)DAT_01053d40;
local_10 = DAT_01053d44;
lVar1 = (longdouble)UTIL_VecToYaw(param_4);
local_14 = (float)lVar1;
if (debugoverlay != (int *)0x0) {
(**(code **)(*debugoverlay + 4))
(debugoverlay,param_1,param_2,param_3,&local_18,param_5,param_6,param_7,param_8,
param_9);
}
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.