L L4D2node

NDebugOverlay::BoxAngles

0x00442cf0 · 93 bytes · __cdecl

_ZN13NDebugOverlay9BoxAnglesERK6VectorS2_S2_RK6QAngleiiiif

Decompiled

undefined (9 params)

/* NDebugOverlay::BoxAngles(Vector const&, Vector const&, Vector const&, QAngle const&, int, int,
   int, int, float) */

void NDebugOverlay::BoxAngles
               (Vector *param_1,Vector *param_2,Vector *param_3,QAngle *param_4,int param_5,
               int param_6,int param_7,int param_8,float param_9)

{
  if (debugoverlay != (int *)0x0) {
    (**(code **)(*debugoverlay + 4))
              (debugoverlay,param_1,param_2,param_3,param_4,param_5,param_6,param_7,param_8,param_9)
    ;
  }
  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)