L L4D2node

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 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)