CC_DrawLine
0x0063f9c0 · 368 bytes · __cdecl
_Z11CC_DrawLineRK8CCommand
Decompiled
undefined (1 param)
/* CC_DrawLine(CCommand const&) */
void CC_DrawLine(CCommand *param_1)
{
char *pcVar1;
double dVar2;
float local_24;
float local_20;
float local_1c;
float local_18;
float local_14;
float local_10;
pcVar1 = "";
if (1 < *(int *)param_1) {
pcVar1 = *(char **)(param_1 + 0x40c);
}
dVar2 = strtod(pcVar1,(char **)0x0);
pcVar1 = "";
local_24 = (float)dVar2;
if (2 < *(int *)param_1) {
pcVar1 = *(char **)(param_1 + 0x410);
}
dVar2 = strtod(pcVar1,(char **)0x0);
pcVar1 = "";
local_20 = (float)dVar2;
if (3 < *(int *)param_1) {
pcVar1 = *(char **)(param_1 + 0x414);
}
dVar2 = strtod(pcVar1,(char **)0x0);
pcVar1 = "";
local_1c = (float)dVar2;
if (4 < *(int *)param_1) {
pcVar1 = *(char **)(param_1 + 0x418);
}
dVar2 = strtod(pcVar1,(char **)0x0);
pcVar1 = "";
local_18 = (float)dVar2;
if (5 < *(int *)param_1) {
pcVar1 = *(char **)(param_1 + 0x41c);
}
dVar2 = strtod(pcVar1,(char **)0x0);
pcVar1 = "";
local_14 = (float)dVar2;
if (6 < *(int *)param_1) {
pcVar1 = *(char **)(param_1 + 0x420);
}
dVar2 = strtod(pcVar1,(char **)0x0);
local_10 = (float)dVar2;
UTIL_AddDebugLine((Vector *)&local_24,(Vector *)&local_18,true,true);
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.