L L4D2node

NDebugOverlay::Cross3D

0x00443a90 · 452 bytes · __cdecl

_ZN13NDebugOverlay7Cross3DERK6VectorS2_S2_iiibf

Decompiled

undefined (8 params)

/* NDebugOverlay::Cross3D(Vector const&, Vector const&, Vector const&, int, int, int, bool, float)
    */

void NDebugOverlay::Cross3D
               (Vector *param_1,Vector *param_2,Vector *param_3,int param_4,int param_5,int param_6,
               bool param_7,float param_8)

{
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  local_34 = *(float *)param_2 + *(float *)param_1;
  local_28 = *(float *)param_1 + *(float *)param_3;
  local_30 = *(float *)(param_2 + 4) + *(float *)(param_1 + 4);
  local_24 = *(float *)(param_1 + 4) + *(float *)(param_3 + 4);
  local_2c = *(float *)(param_2 + 8) + *(float *)(param_1 + 8);
  local_20 = *(float *)(param_1 + 8) + *(float *)(param_3 + 8);
  Line((Vector *)&local_34,(Vector *)&local_28,param_4,param_5,param_6,param_7,param_8);
  local_34 = (local_34 + *(float *)param_3) - *(float *)param_2;
  local_28 = (*(float *)param_2 + local_28) - *(float *)param_3;
  Line((Vector *)&local_34,(Vector *)&local_28,param_4,param_5,param_6,param_7,param_8);
  local_30 = (local_30 + *(float *)(param_3 + 4)) - *(float *)(param_2 + 4);
  local_24 = (*(float *)(param_2 + 4) + local_24) - *(float *)(param_3 + 4);
  Line((Vector *)&local_34,(Vector *)&local_28,param_4,param_5,param_6,param_7,param_8);
  local_34 = (local_34 + *(float *)param_2) - *(float *)param_3;
  local_28 = (*(float *)param_3 + local_28) - *(float *)param_2;
  Line((Vector *)&local_34,(Vector *)&local_28,param_4,param_5,param_6,param_7,param_8);
  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)