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 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.