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 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.