NavDrawFilledTriangle
0x00706e40 · 116 bytes · __cdecl
_Z21NavDrawFilledTriangleRK6VectorS1_S1_12NavEditColorb
Decompiled
undefined (5 params)
/* NavDrawFilledTriangle(Vector const&, Vector const&, Vector const&, NavEditColor, bool) */
void NavDrawFilledTriangle(Vector *param_1,Vector *param_2,Vector *param_3,int param_4,char param_5)
{
byte bVar1;
byte bVar2;
byte bVar3;
bVar1 = NavColors[param_4 * 4];
bVar3 = NavColors[param_4 * 4 + 1];
bVar2 = NavColors[param_4 * 4 + 2];
if (param_5 != '\0') {
bVar1 = bVar1 >> 1;
bVar3 = bVar3 >> 1;
bVar2 = bVar2 >> 1;
}
NDebugOverlay::Triangle
(param_1,param_2,param_3,(uint)bVar1,(uint)bVar3,(uint)bVar2,0xff,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.