L L4D2node

NDebugOverlay::Cross3DOriented

0x00444040 · 677 bytes · __cdecl

_ZN13NDebugOverlay15Cross3DOrientedERK11matrix3x4_tfibf

Decompiled

undefined (5 params)

/* NDebugOverlay::Cross3DOriented(matrix3x4_t const&, float, int, bool, float) */

void NDebugOverlay::Cross3DOriented
               (matrix3x4_t *param_1,float param_2,int param_3,bool param_4,float param_5)

{
  float local_64;
  float local_60;
  float local_5c;
  float local_58;
  float local_54;
  float local_50;
  float local_4c;
  float local_48;
  float local_44;
  float local_40;
  float local_3c;
  float local_38;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  MatrixGetColumn(param_1,0,(Vector *)&local_64);
  MatrixGetColumn(param_1,1,(Vector *)&local_58);
  MatrixGetColumn(param_1,2,(Vector *)&local_4c);
  MatrixGetColumn(param_1,3,(Vector *)&local_40);
  local_64 = local_64 * param_2;
  local_4c = local_4c * param_2;
  local_58 = local_58 * param_2;
  local_54 = local_54 * param_2;
  local_60 = local_60 * param_2;
  local_48 = local_48 * param_2;
  local_5c = local_5c * param_2;
  local_50 = local_50 * param_2;
  local_44 = param_2 * local_44;
  local_28 = local_40 - local_58;
  local_34 = local_58 + local_40;
  local_24 = local_3c - local_54;
  local_30 = local_54 + local_3c;
  local_20 = local_38 - local_50;
  local_2c = local_50 + local_38;
  Line((Vector *)&local_34,(Vector *)&local_28,0,param_3,0,param_4,param_5);
  local_28 = local_40 - local_64;
  local_34 = local_40 + local_64;
  local_24 = local_3c - local_60;
  local_30 = local_3c + local_60;
  local_2c = local_38 + local_5c;
  local_20 = local_38 - local_5c;
  Line((Vector *)&local_34,(Vector *)&local_28,param_3,0,0,param_4,param_5);
  local_28 = local_40 - local_4c;
  local_34 = local_40 + local_4c;
  local_24 = local_3c - local_48;
  local_30 = local_3c + local_48;
  local_2c = local_38 + local_44;
  local_20 = local_38 - local_44;
  Line((Vector *)&local_34,(Vector *)&local_28,0,0,param_3,param_4,param_5);
  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)