L L4D2node

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 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)