L L4D2node

CNavArea::DrawDragSelectionSet

0x006fe5a0 · 465 bytes · __thiscall

_ZNK8CNavArea20DrawDragSelectionSetER5Color

Decompiled

undefined (2 params)

/* CNavArea::DrawDragSelectionSet(Color&) const */

void __thiscall CNavArea::DrawDragSelectionSet(CNavArea *this,Color *param_1)

{
  byte bVar1;
  byte bVar2;
  byte bVar3;
  byte bVar4;
  uint uVar5;
  uint uVar6;
  uint uVar7;
  undefined4 local_4c;
  undefined4 local_48;
  undefined4 local_44;
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  local_4c = *(undefined4 *)(this + 4);
  local_3c = *(undefined4 *)(this + 8);
  local_38 = *(undefined4 *)(this + 0x24);
  local_40 = *(undefined4 *)(this + 0x10);
  local_48 = *(undefined4 *)(this + 8);
  local_30 = *(undefined4 *)(this + 0x14);
  bVar1 = *param_1;
  local_34 = *(undefined4 *)(this + 4);
  local_44 = *(undefined4 *)(this + 0xc);
  local_2c = *(undefined4 *)(this + 0x28);
  bVar2 = param_1[1];
  bVar3 = param_1[2];
  local_28 = *(undefined4 *)(this + 0x10);
  bVar4 = param_1[3];
  local_24 = *(undefined4 *)(this + 0x14);
  local_20 = *(undefined4 *)(this + 0x18);
  NDebugOverlay::Triangle
            ((Vector *)&local_4c,(Vector *)&local_28,(Vector *)&local_40,(uint)bVar1,(uint)bVar2,
             (uint)bVar3,(uint)bVar4,true,0.01023);
  NDebugOverlay::Triangle
            ((Vector *)&local_28,(Vector *)&local_4c,(Vector *)&local_34,(uint)bVar1,(uint)bVar2,
             (uint)bVar3,(uint)bVar4,true,0.01023);
  uVar5 = (uint)s_dragSelectionSetBorderColor;
  uVar6 = (uint)DAT_00fe5d49;
  uVar7 = (uint)DAT_00fe5d4a;
  NDebugOverlay::Line((Vector *)&local_4c,(Vector *)&local_40,uVar5,uVar6,uVar7,true,0.01023);
  NDebugOverlay::Line((Vector *)&local_4c,(Vector *)&local_34,uVar5,uVar6,uVar7,true,0.01023);
  NDebugOverlay::Line((Vector *)&local_34,(Vector *)&local_28,uVar5,uVar6,uVar7,true,0.01023);
  NDebugOverlay::Line((Vector *)&local_28,(Vector *)&local_40,uVar5,uVar6,uVar7,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)