L L4D2node

NDebugOverlay::Axis

0x004453e0 · 421 bytes · __cdecl

_ZN13NDebugOverlay4AxisERK6VectorRK6QAnglefbf

Decompiled

undefined (5 params)

/* NDebugOverlay::Axis(Vector const&, QAngle const&, float, bool, float) */

void NDebugOverlay::Axis(Vector *param_1,QAngle *param_2,float param_3,bool param_4,float param_5)

{
  float fVar1;
  float fVar2;
  float fVar3;
  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;
  
  AngleVectors(param_2,(Vector *)&local_40,(Vector *)&local_34,(Vector *)&local_28);
  fVar1 = *(float *)(param_1 + 8);
  fVar2 = *(float *)param_1;
  fVar3 = *(float *)(param_1 + 4);
  local_38 = local_38 * param_3 + fVar1;
  local_40 = local_40 * param_3 + fVar2;
  local_3c = local_3c * param_3 + fVar3;
  local_30 = fVar3 - local_30 * param_3;
  local_2c = fVar1 - local_2c * param_3;
  local_34 = fVar2 - local_34 * param_3;
  local_24 = local_24 * param_3 + fVar3;
  local_20 = local_20 * param_3 + fVar1;
  local_28 = param_3 * local_28 + fVar2;
  Line(param_1,(Vector *)&local_40,0xff,0,0,param_4,param_5);
  Line(param_1,(Vector *)&local_34,0,0xff,0,param_4,param_5);
  Line(param_1,(Vector *)&local_28,0,0,0xff,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)