NDebugOverlay::Sphere
0x00445590 · 1317 bytes · __cdecl
_ZN13NDebugOverlay6SphereERK6Vectorfiiibf
Decompiled
undefined (7 params)
/* NDebugOverlay::Sphere(Vector const&, float, int, int, int, bool, float) */
void NDebugOverlay::Sphere
(Vector *param_1,float param_2,int param_3,int param_4,int param_5,bool param_6,
float param_7)
{
int iVar1;
float fVar2;
float fVar3;
undefined4 uVar4;
float local_50;
float local_4c;
float local_48;
float local_44;
float local_40 [3];
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
iVar1 = 0x11;
local_34 = *(float *)param_1;
local_30 = *(float *)(param_1 + 4);
local_20 = param_2 + *(float *)(param_1 + 8);
local_2c = *(float *)(param_1 + 8) - param_2;
local_28 = local_34;
local_24 = local_30;
Line((Vector *)&local_34,(Vector *)&local_28,param_3,param_4,param_5,param_6,param_7);
local_24 = param_2 + *(float *)(param_1 + 4);
local_34 = *(float *)param_1;
local_30 = *(float *)(param_1 + 4) - param_2;
local_2c = *(float *)(param_1 + 8);
local_28 = local_34;
local_20 = local_2c;
Line((Vector *)&local_34,(Vector *)&local_28,param_3,param_4,param_5,param_6,param_7);
local_28 = param_2 + *(float *)param_1;
local_30 = *(float *)(param_1 + 4);
local_34 = *(float *)param_1 - param_2;
local_2c = *(float *)(param_1 + 8);
local_24 = local_30;
local_20 = local_2c;
Line((Vector *)&local_34,(Vector *)&local_28,param_3,param_4,param_5,param_6,param_7);
local_4c = *(float *)param_1;
local_50 = *(float *)(param_1 + 8);
local_28 = param_2 + local_4c;
uVar4 = *(undefined4 *)(param_1 + 4);
local_48 = 0.0;
fVar3 = 1.0;
fVar2 = 0.0;
local_24 = (float)uVar4;
local_20 = local_50;
while( true ) {
local_34 = fVar3 * param_2 + local_4c;
local_2c = fVar2 * param_2 + local_50;
local_30 = (float)uVar4;
Line((Vector *)&local_34,(Vector *)&local_28,param_3,param_4,param_5,param_6,param_7);
local_28 = local_34;
iVar1 = iVar1 + -1;
local_24 = local_30;
local_48 = local_48 + 22.5;
local_20 = local_2c;
if (iVar1 == 0) break;
local_4c = *(float *)param_1;
uVar4 = *(undefined4 *)(param_1 + 4);
local_50 = *(float *)(param_1 + 8);
sincosf(local_48 * 0.0055555557 * 3.1415927,local_40,&local_44);
fVar3 = local_44;
fVar2 = local_40[0];
}
local_4c = *(float *)(param_1 + 4);
iVar1 = 0x11;
local_50 = *(float *)(param_1 + 8);
local_24 = param_2 + local_4c;
uVar4 = *(undefined4 *)param_1;
local_48 = 0.0;
fVar3 = 1.0;
fVar2 = 0.0;
local_28 = (float)uVar4;
local_20 = local_50;
while( true ) {
local_30 = fVar3 * param_2 + local_4c;
local_2c = fVar2 * param_2 + local_50;
local_34 = (float)uVar4;
Line((Vector *)&local_34,(Vector *)&local_28,param_3,param_4,param_5,param_6,param_7);
local_28 = local_34;
iVar1 = iVar1 + -1;
local_24 = local_30;
local_48 = local_48 + 22.5;
local_20 = local_2c;
if (iVar1 == 0) break;
uVar4 = *(undefined4 *)param_1;
local_4c = *(float *)(param_1 + 4);
local_50 = *(float *)(param_1 + 8);
sincosf(local_48 * 0.0055555557 * 3.1415927,local_40,&local_44);
fVar3 = local_44;
fVar2 = local_40[0];
}
local_50 = *(float *)(param_1 + 4);
iVar1 = 0x11;
local_4c = *(float *)param_1;
local_24 = param_2 + local_50;
uVar4 = *(undefined4 *)(param_1 + 8);
local_48 = 0.0;
fVar3 = 1.0;
fVar2 = 0.0;
local_28 = local_4c;
local_20 = (float)uVar4;
while( true ) {
local_34 = fVar3 * param_2 + local_4c;
local_30 = fVar2 * param_2 + local_50;
local_2c = (float)uVar4;
Line((Vector *)&local_34,(Vector *)&local_28,param_3,param_4,param_5,param_6,param_7);
local_28 = local_34;
iVar1 = iVar1 + -1;
local_24 = local_30;
local_48 = local_48 + 22.5;
local_20 = local_2c;
if (iVar1 == 0) break;
uVar4 = *(undefined4 *)(param_1 + 8);
local_4c = *(float *)param_1;
local_50 = *(float *)(param_1 + 4);
sincosf(local_48 * 0.0055555557 * 3.1415927,local_40,&local_44);
fVar3 = local_44;
fVar2 = local_40[0];
}
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.