L L4D2node

NavDrawLine

0x00706ca0 · 325 bytes · __cdecl

_Z11NavDrawLineRK6VectorS1_12NavEditColor

Decompiled

undefined (3 params)

/* NavDrawLine(Vector const&, Vector const&, NavEditColor) */

void NavDrawLine(undefined4 *param_1,undefined4 *param_2,int param_3)

{
  byte bVar1;
  byte bVar2;
  byte bVar3;
  undefined4 local_34;
  undefined4 local_30;
  float local_2c;
  undefined4 local_28;
  undefined4 local_24;
  float local_20;
  
  local_28 = *param_2;
  local_24 = param_2[1];
  bVar1 = NavColors[param_3 * 4 + 2];
  bVar2 = NavColors[param_3 * 4];
  local_20 = (float)param_2[2] + 1.0;
  bVar3 = NavColors[param_3 * 4 + 1];
  local_34 = *param_1;
  local_30 = param_1[1];
  local_2c = (float)param_1[2] + 1.0;
  NDebugOverlay::Line((Vector *)&local_34,(Vector *)&local_28,(uint)(bVar2 >> 1),(uint)(bVar3 >> 1),
                      (uint)(bVar1 >> 1),true,0.1);
  local_28 = *param_2;
  local_24 = param_2[1];
  local_20 = (float)param_2[2] + 1.0;
  local_2c = (float)param_1[2] + 1.0;
  local_34 = *param_1;
  local_30 = param_1[1];
  NDebugOverlay::Line((Vector *)&local_34,(Vector *)&local_28,(uint)bVar2,(uint)bVar3,(uint)bVar1,
                      false,0.15);
  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)