L L4D2node

NavDrawDashedLine

0x00707030 · 555 bytes · __cdecl

_Z17NavDrawDashedLineRK6VectorS1_12NavEditColor

Decompiled

undefined (3 params)

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

void NavDrawDashedLine(float *param_1,float *param_2,int param_3)

{
  float fVar1;
  byte bVar2;
  byte bVar3;
  byte bVar4;
  longdouble lVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  float fVar11;
  float fVar12;
  float local_40;
  float local_3c;
  float local_38;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  local_40 = *param_2 - *param_1;
  bVar2 = NavColors[param_3 * 4 + 2];
  bVar3 = NavColors[param_3 * 4 + 1];
  bVar4 = NavColors[param_3 * 4];
  local_3c = param_2[1] - param_1[1];
  local_38 = param_2[2] - param_1[2];
  lVar5 = (longdouble)VectorNormalize((Vector *)&local_40);
  fVar1 = (float)lVar5;
  if (0.0 < fVar1) {
    fVar9 = 0.0;
    do {
      fVar6 = fVar9 + 7.0;
      if (fVar1 <= fVar9 + 7.0) {
        fVar6 = fVar1;
      }
      fVar7 = local_38 * fVar9;
      fVar12 = fVar9 * local_40 + *param_1;
      fVar10 = fVar9 * local_3c + param_1[1];
      fVar9 = fVar9 + 10.0;
      fVar8 = local_40 * fVar6 + *param_1;
      fVar11 = local_3c * fVar6 + param_1[1];
      fVar6 = fVar6 * local_38 + param_1[2] + 1.0;
      fVar7 = fVar7 + param_1[2] + 1.0;
      local_34 = fVar12;
      local_30 = fVar10;
      local_2c = fVar7;
      local_28 = fVar8;
      local_24 = fVar11;
      local_20 = fVar6;
      NDebugOverlay::Line((Vector *)&local_34,(Vector *)&local_28,(uint)(bVar4 >> 1),
                          (uint)(bVar3 >> 1),(uint)(bVar2 >> 1),true,0.01023);
      local_34 = fVar12;
      local_30 = fVar10;
      local_2c = fVar7;
      local_28 = fVar8;
      local_24 = fVar11;
      local_20 = fVar6;
      NDebugOverlay::Line((Vector *)&local_34,(Vector *)&local_28,(uint)bVar4,(uint)bVar3,
                          (uint)bVar2,false,0.01023);
    } while (fVar9 < fVar1);
  }
  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)