CNavArea::DrawSelectedSet
0x006f9860 · 524 bytes · __thiscall
_ZNK8CNavArea15DrawSelectedSetERK6Vector
Decompiled
undefined (2 params)
/* CNavArea::DrawSelectedSet(Vector const&) const */
void __thiscall CNavArea::DrawSelectedSet(CNavArea *this,Vector *param_1)
{
uint uVar1;
uint uVar2;
uint uVar3;
uint uVar4;
float local_4c;
float local_48;
float local_44;
float local_40;
float local_3c;
float local_38;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
uVar1 = (uint)s_selectedSetColor;
uVar2 = (uint)DAT_00fe5d51;
local_20 = *(float *)(param_1 + 8);
local_44 = *(float *)(this + 0xc) + local_20;
local_48 = *(float *)(this + 8) + *(float *)(param_1 + 4);
local_4c = *(float *)(this + 4) + *(float *)param_1;
uVar3 = (uint)DAT_00fe5d52;
local_38 = *(float *)(this + 0x24) + local_20;
uVar4 = (uint)DAT_00fe5d53;
local_40 = *(float *)param_1 + *(float *)(this + 0x10);
local_30 = *(float *)(this + 0x14) + *(float *)(param_1 + 4);
local_2c = *(float *)(this + 0x28) + local_20;
local_20 = *(float *)(this + 0x18) + local_20;
local_3c = local_48;
local_34 = local_4c;
local_28 = local_40;
local_24 = local_30;
NDebugOverlay::Triangle
((Vector *)&local_4c,(Vector *)&local_28,(Vector *)&local_40,uVar1,uVar2,uVar3,uVar4,
true,0.01023);
NDebugOverlay::Triangle
((Vector *)&local_28,(Vector *)&local_4c,(Vector *)&local_34,uVar1,uVar2,uVar3,uVar4,
true,0.01023);
uVar1 = (uint)s_selectedSetBorderColor;
uVar2 = (uint)DAT_00fe5d4d;
uVar3 = (uint)DAT_00fe5d4e;
NDebugOverlay::Line((Vector *)&local_4c,(Vector *)&local_40,uVar1,uVar2,uVar3,true,0.01023);
NDebugOverlay::Line((Vector *)&local_4c,(Vector *)&local_34,uVar1,uVar2,uVar3,true,0.01023);
NDebugOverlay::Line((Vector *)&local_34,(Vector *)&local_28,uVar1,uVar2,uVar3,true,0.01023);
NDebugOverlay::Line((Vector *)&local_28,(Vector *)&local_40,uVar1,uVar2,uVar3,true,0.01023);
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.