NDebugOverlay::Cross
0x004462b0 · 392 bytes · __cdecl
_ZN13NDebugOverlay5CrossERK6Vectorfiiibf
Decompiled
undefined (7 params)
/* NDebugOverlay::Cross(Vector const&, float, int, int, int, bool, float) */
void NDebugOverlay::Cross
(Vector *param_1,float param_2,int param_3,int param_4,int param_5,bool param_6,
float param_7)
{
CBasePlayer *this;
Vector local_58 [12];
float local_4c;
float local_48;
float local_44;
float local_40;
float local_3c;
float local_38;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
this = (CBasePlayer *)UTIL_GetListenServerHost();
if (this != (CBasePlayer *)0x0) {
CBasePlayer::EyeVectors(this,local_58,(Vector *)&local_4c,(Vector *)&local_40);
local_28 = param_2 * local_4c + *(float *)param_1;
local_34 = *(float *)param_1 - param_2 * local_4c;
local_24 = param_2 * local_48 + *(float *)(param_1 + 4);
local_30 = *(float *)(param_1 + 4) - param_2 * local_48;
local_20 = param_2 * local_44 + *(float *)(param_1 + 8);
local_2c = *(float *)(param_1 + 8) - param_2 * local_44;
Line((Vector *)&local_34,(Vector *)&local_28,param_3,param_4,param_5,param_6,param_7);
local_28 = param_2 * local_40 + *(float *)param_1;
local_34 = *(float *)param_1 - param_2 * local_40;
local_24 = param_2 * local_3c + *(float *)(param_1 + 4);
local_30 = *(float *)(param_1 + 4) - param_2 * local_3c;
local_20 = param_2 * local_38 + *(float *)(param_1 + 8);
local_2c = *(float *)(param_1 + 8) - param_2 * local_38;
Line((Vector *)&local_34,(Vector *)&local_28,param_3,param_4,param_5,param_6,param_7);
}
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.