NDebugOverlay::YawArrow
0x00444de0 · 187 bytes · __cdecl
_ZN13NDebugOverlay8YawArrowERK6Vectorfffiiiibf
Decompiled
undefined (10 params)
/* NDebugOverlay::YawArrow(Vector const&, float, float, float, int, int, int, int, bool, float) */
void NDebugOverlay::YawArrow
(Vector *param_1,float param_2,float param_3,float param_4,int param_5,int param_6,
int param_7,int param_8,bool param_9,float param_10)
{
float local_24;
float local_20;
float local_1c;
float local_18;
float local_14;
float local_10;
UTIL_YawToVector((float)&local_24);
local_14 = local_20 * param_3 + *(float *)(param_1 + 4);
local_10 = local_1c * param_3 + *(float *)(param_1 + 8);
local_18 = param_3 * local_24 + *(float *)param_1;
HorzArrow(param_1,(Vector *)&local_18,param_4,param_5,param_6,param_7,param_8,param_9,param_10);
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.