L L4D2node

NDebugOverlay::Cone

0x00445fe0 · 713 bytes · __cdecl

_ZN13NDebugOverlay4ConeERK6VectorS2_ffiiiibf

Decompiled

undefined (10 params)

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

void NDebugOverlay::Cone(Vector *param_1,Vector *param_2,float param_3,float param_4,int param_5,
                        int param_6,int param_7,int param_8,bool param_9,float param_10)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  longdouble lVar6;
  int iVar7;
  longdouble lVar8;
  float fVar9;
  float fVar10;
  float fVar11;
  float fVar12;
  float fVar13;
  QAngle local_7c [12];
  float local_70;
  float local_6c;
  float local_68;
  float local_64;
  float local_60;
  float local_5c;
  float local_58;
  float local_54;
  float local_50;
  matrix3x4_t local_4c [60];
  
  fVar13 = sinf(param_3 * 0.5);
  fVar12 = fVar13 * param_4;
  VectorAngles(param_2,local_7c);
  iVar7 = 0;
  AngleMatrix(local_7c,param_1,local_4c);
  MatrixGetColumn(local_4c,2,(Vector *)&local_70);
  MatrixGetColumn(local_4c,1,(Vector *)&local_64);
  fVar9 = *(float *)param_2;
  fVar1 = *(float *)(param_2 + 8);
  fVar2 = *(float *)param_1;
  fVar3 = *(float *)(param_1 + 8);
  fVar4 = *(float *)(param_2 + 4);
  fVar5 = *(float *)(param_1 + 4);
  do {
    lVar6 = (longdouble)fcos((longdouble)((float)iVar7 * 0.7853982));
    lVar8 = (longdouble)fsin((longdouble)((float)iVar7 * 0.7853982));
    iVar7 = iVar7 + 1;
    fVar11 = (float)lVar8;
    fVar10 = (float)lVar6;
    local_54 = (local_6c * fVar10 + local_60 * fVar11) * fVar12 + param_4 * fVar4 + fVar5;
    local_50 = (local_68 * fVar10 + local_5c * fVar11) * fVar12 + param_4 * fVar1 + fVar3;
    local_58 = (fVar10 * local_70 + fVar11 * local_64) * fVar12 + param_4 * fVar9 + fVar2;
    Line(param_1,(Vector *)&local_58,param_5,param_6,param_7,param_9,param_10);
  } while (iVar7 != 8);
  iVar7 = 0;
  do {
    iVar7 = iVar7 + 1;
    fVar9 = (float)iVar7 * param_4 * 0.33333334;
    local_54 = *(float *)(param_2 + 4) * fVar9 + *(float *)(param_1 + 4);
    local_50 = *(float *)(param_2 + 8) * fVar9 + *(float *)(param_1 + 8);
    local_58 = *(float *)param_2 * fVar9 + *(float *)param_1;
    Circle((Vector *)&local_58,(Vector *)&local_70,(Vector *)&local_64,fVar9 * fVar13,param_5,
           param_6,param_7,0,param_9,param_10);
  } while (iVar7 != 3);
  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)