L L4D2node

ScratchPad_DrawArrow

0x00595570 · 511 bytes · __cdecl

_Z20ScratchPad_DrawArrowP13IScratchPad3DRK6VectorS3_S3_fffiif

Decompiled

undefined (10 params)

/* ScratchPad_DrawArrow(IScratchPad3D*, Vector const&, Vector const&, Vector const&, float, float,
   float, int, int, float) */

void ScratchPad_DrawArrow
               (IScratchPad3D *param_1,Vector *param_2,Vector *param_3,Vector *param_4,float param_5
               ,float param_6,float param_7,int param_8,int param_9,float param_10)

{
  float fVar1;
  float local_58;
  float local_54;
  float local_50;
  float local_4c;
  float local_48;
  float local_44;
  float local_40;
  float local_3c;
  float local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  local_58 = *(float *)param_3;
  local_54 = *(float *)(param_3 + 4);
  local_50 = *(float *)(param_3 + 8);
  VectorNormalize((Vector *)&local_58);
  fVar1 = (1.0 - param_10) * param_5;
  local_4c = fVar1 * local_58 + *(float *)param_2;
  local_40 = local_58 * param_5 + *(float *)param_2;
  local_48 = fVar1 * local_54 + *(float *)(param_2 + 4);
  local_44 = fVar1 * local_50 + *(float *)(param_2 + 8);
  local_38 = param_5 * local_50 + *(float *)(param_2 + 8);
  local_3c = local_54 * param_5 + *(float *)(param_2 + 4);
  local_34 = 0xbf800000;
  local_30 = 0xbf800000;
  local_2c = 0xbf800000;
  VectorNormalize((Vector *)&local_34);
  (**(code **)(*(int *)param_1 + 0x38))(param_1,0,1);
  (**(code **)(*(int *)param_1 + 0x38))(param_1,1,1);
  local_28 = *(float *)param_4 * 0.25;
  local_24 = *(float *)(param_4 + 4) * 0.25;
  local_20 = *(float *)(param_4 + 8) * 0.25;
  ScratchPad_DrawLitCylinder
            (param_1,param_2,(Vector *)&local_4c,param_4,(Vector *)&local_28,(Vector *)&local_34,
             param_6,param_8);
  local_28 = *(float *)param_4 * 0.25;
  local_24 = *(float *)(param_4 + 4) * 0.25;
  local_20 = *(float *)(param_4 + 8) * 0.25;
  ScratchPad_DrawLitCone
            (param_1,(Vector *)&local_4c,(Vector *)&local_40,param_4,(Vector *)&local_28,
             (Vector *)&local_34,param_7,param_9);
  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)