NavDrawHorizontalArrow
0x00706ec0 · 363 bytes · __cdecl
_Z22NavDrawHorizontalArrowRK6VectorS1_f12NavEditColor
Decompiled
undefined (4 params)
/* NavDrawHorizontalArrow(Vector const&, Vector const&, float, NavEditColor) */
void NavDrawHorizontalArrow(undefined4 *param_1,undefined4 *param_2,float param_3,int param_4)
{
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_4 * 4 + 2];
bVar2 = NavColors[param_4 * 4];
local_20 = (float)param_2[2] + 1.0;
bVar3 = NavColors[param_4 * 4 + 1];
local_34 = *param_1;
local_30 = param_1[1];
local_2c = (float)param_1[2] + 1.0;
NDebugOverlay::HorzArrow
((Vector *)&local_34,(Vector *)&local_28,param_3,(uint)(bVar2 >> 1),(uint)(bVar3 >> 1),
(uint)(bVar1 >> 1),0xff,true,0.01023);
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::HorzArrow
((Vector *)&local_34,(Vector *)&local_28,param_3,(uint)bVar2,(uint)bVar3,(uint)bVar1,
0xff,false,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.