L L4D2node

CC_DrawCross

0x0063fb30 · 473 bytes · __cdecl

_Z12CC_DrawCrossRK8CCommand

Decompiled

undefined (1 param)

/* CC_DrawCross(CCommand const&) */

void CC_DrawCross(CCommand *param_1)

{
  char *pcVar1;
  double dVar2;
  double dVar3;
  double dVar4;
  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 = "";
  if (2 < *(int *)param_1) {
    pcVar1 = *(char **)(param_1 + 0x410);
  }
  dVar3 = strtod(pcVar1,(char **)0x0);
  pcVar1 = "";
  if (3 < *(int *)param_1) {
    pcVar1 = *(char **)(param_1 + 0x414);
  }
  dVar4 = strtod(pcVar1,(char **)0x0);
  local_24 = (float)dVar2 - 5.0;
  local_14 = (float)dVar3 + 5.0;
  local_20 = (float)dVar3 - 5.0;
  local_1c = (float)dVar4 - 5.0;
  local_18 = (float)dVar2 + 5.0;
  local_10 = (float)dVar4 + 5.0;
  UTIL_AddDebugLine((Vector *)&local_24,(Vector *)&local_18,true,true);
  local_24 = local_24 + 10.0;
  local_18 = local_18 - 10.0;
  UTIL_AddDebugLine((Vector *)&local_24,(Vector *)&local_18,true,true);
  local_20 = local_20 + 10.0;
  local_14 = local_14 - 10.0;
  UTIL_AddDebugLine((Vector *)&local_24,(Vector *)&local_18,true,true);
  local_24 = local_24 - 10.0;
  local_18 = local_18 + 10.0;
  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)