L L4D2node

NDebugOverlay::VertArrow

0x00444ea0 · 1340 bytes · __cdecl

_ZN13NDebugOverlay9VertArrowERK6VectorS2_fiiiibf

Decompiled

undefined (9 params)

/* NDebugOverlay::VertArrow(Vector const&, Vector const&, float, int, int, int, int, bool, float) */

void NDebugOverlay::VertArrow
               (Vector *param_1,Vector *param_2,float param_3,int param_4,int param_5,int param_6,
               int param_7,bool param_8,float param_9)

{
  float fVar1;
  float local_94;
  float local_90;
  float local_8c;
  float local_88;
  float local_84;
  float local_80;
  Vector local_7c [12];
  float local_70;
  float local_6c;
  float local_68;
  float local_64;
  float local_60;
  float local_5c;
  float local_58;
  float local_54;
  float local_50;
  undefined4 local_4c;
  undefined4 local_48;
  undefined4 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;
  
  local_94 = *(float *)param_2 - *(float *)param_1;
  local_90 = *(float *)(param_2 + 4) - *(float *)(param_1 + 4);
  local_8c = *(float *)(param_2 + 8) - *(float *)(param_1 + 8);
  VectorNormalize((Vector *)&local_94);
  fVar1 = param_3 * 0.5;
  VectorVectors((Vector *)&local_94,local_7c,(Vector *)&local_88);
  local_20 = fVar1 * local_80;
  local_28 = fVar1 * local_88;
  local_4c = *(undefined4 *)param_2;
  fVar1 = fVar1 * local_84;
  local_70 = *(float *)param_1 - local_28;
  local_68 = *(float *)(param_1 + 8) - local_20;
  local_6c = *(float *)(param_1 + 4) - fVar1;
  local_34 = *(float *)param_2 - local_94 * param_3;
  local_30 = *(float *)(param_2 + 4) - local_90 * param_3;
  local_58 = local_34 - local_88 * param_3;
  local_40 = local_88 * param_3 + local_34;
  local_2c = *(float *)(param_2 + 8) - local_8c * param_3;
  local_64 = local_34 - local_28;
  local_54 = local_30 - local_84 * param_3;
  local_3c = local_84 * param_3 + local_30;
  local_60 = local_30 - fVar1;
  local_50 = local_2c - param_3 * local_80;
  local_38 = param_3 * local_80 + local_2c;
  local_5c = local_2c - local_20;
  local_48 = *(undefined4 *)(param_2 + 4);
  local_34 = local_34 + local_28;
  local_44 = *(undefined4 *)(param_2 + 8);
  local_2c = local_2c + local_20;
  local_28 = local_28 + *(float *)param_1;
  local_30 = local_30 + fVar1;
  local_24 = *(float *)(param_1 + 4) + fVar1;
  local_20 = *(float *)(param_1 + 8) + local_20;
  Line((Vector *)&local_70,(Vector *)&local_64,param_4,param_5,param_6,param_8,param_9);
  Line((Vector *)&local_64,(Vector *)&local_58,param_4,param_5,param_6,param_8,param_9);
  Line((Vector *)&local_58,(Vector *)&local_4c,param_4,param_5,param_6,param_8,param_9);
  Line((Vector *)&local_4c,(Vector *)&local_40,param_4,param_5,param_6,param_8,param_9);
  Line((Vector *)&local_40,(Vector *)&local_34,param_4,param_5,param_6,param_8,param_9);
  Line((Vector *)&local_34,(Vector *)&local_28,param_4,param_5,param_6,param_8,param_9);
  if (0 < param_7) {
    Triangle((Vector *)&local_40,(Vector *)&local_4c,(Vector *)&local_58,param_4,param_5,param_6,
             param_7,param_8,param_9);
    Triangle((Vector *)&local_70,(Vector *)&local_28,(Vector *)&local_34,param_4,param_5,param_6,
             param_7,param_8,param_9);
    Triangle((Vector *)&local_34,(Vector *)&local_64,(Vector *)&local_70,param_4,param_5,param_6,
             param_7,param_8,param_9);
    Triangle((Vector *)&local_58,(Vector *)&local_4c,(Vector *)&local_40,param_4,param_5,param_6,
             param_7,param_8,param_9);
    Triangle((Vector *)&local_34,(Vector *)&local_28,(Vector *)&local_70,param_4,param_5,param_6,
             param_7,param_8,param_9);
    Triangle((Vector *)&local_70,(Vector *)&local_64,(Vector *)&local_34,param_4,param_5,param_6,
             param_7,param_8,param_9);
  }
  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)