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 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.