L L4D2node

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 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)