NDebugOverlay::Cross3D
0x00443c60 · 368 bytes · __cdecl
_ZN13NDebugOverlay7Cross3DERK6Vectorfiiibf
Decompiled
undefined (7 params)
/* NDebugOverlay::Cross3D(Vector const&, float, int, int, int, bool, float) */
void NDebugOverlay::Cross3D
(Vector *param_1,float param_2,int param_3,int param_4,int param_5,bool param_6,
float param_7)
{
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
local_30 = *(float *)(param_1 + 4);
local_34 = *(float *)param_1 + param_2;
local_28 = *(float *)param_1 - param_2;
local_2c = *(float *)(param_1 + 8);
local_24 = local_30;
local_20 = local_2c;
Line((Vector *)&local_34,(Vector *)&local_28,param_3,param_4,param_5,param_6,param_7);
local_24 = *(float *)(param_1 + 4) - param_2;
local_34 = *(float *)param_1;
local_30 = *(float *)(param_1 + 4) + param_2;
local_2c = *(float *)(param_1 + 8);
local_28 = local_34;
local_20 = local_2c;
Line((Vector *)&local_34,(Vector *)&local_28,param_3,param_4,param_5,param_6,param_7);
local_34 = *(float *)param_1;
local_30 = *(float *)(param_1 + 4);
local_20 = *(float *)(param_1 + 8) - param_2;
local_2c = param_2 + *(float *)(param_1 + 8);
local_28 = local_34;
local_24 = local_30;
Line((Vector *)&local_34,(Vector *)&local_28,param_3,param_4,param_5,param_6,param_7);
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.