L L4D2node

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 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)