NDebugOverlay::Circle
0x00445d10 · 181 bytes · __cdecl
_ZN13NDebugOverlay6CircleERK6VectorRK6QAnglefiiiibf
Decompiled
undefined (9 params)
/* NDebugOverlay::Circle(Vector const&, QAngle const&, float, int, int, int, int, bool, float) */
void NDebugOverlay::Circle
(Vector *param_1,QAngle *param_2,float param_3,int param_4,int param_5,int param_6,
int param_7,bool param_8,float param_9)
{
Vector local_64 [12];
Vector local_58 [12];
matrix3x4_t local_4c [60];
AngleMatrix(param_2,param_1,local_4c);
MatrixGetColumn(local_4c,2,local_64);
MatrixGetColumn(local_4c,1,local_58);
Circle(param_1,local_64,local_58,param_3,param_4,param_5,param_6,param_7,param_8,param_9);
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.