L L4D2node

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 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)