L L4D2node

NDebugOverlay::Circle

0x00445dd0 · 149 bytes · __cdecl

_ZN13NDebugOverlay6CircleERK6Vectorfiiiibf

Decompiled

undefined (8 params)

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

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

{
  CBasePlayer *this;
  Vector local_34 [12];
  QAngle local_28 [24];
  
  this = (CBasePlayer *)UTIL_GetListenServerHost();
  if (this != (CBasePlayer *)0x0) {
    CBasePlayer::EyeVectors(this,local_34,(Vector *)0x0,(Vector *)0x0);
    VectorAngles(local_34,local_28);
    Circle(param_1,local_28,param_2,param_3,param_4,param_5,param_6,param_7,param_8);
  }
  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)