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 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.