L L4D2node

UTIL_DrawOverlayLines

0x007489a0 · 107 bytes · unknown

_Z21UTIL_DrawOverlayLinesv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* UTIL_DrawOverlayLines() */

void UTIL_DrawOverlayLines(void)

{
  Vector *pVVar1;
  int iVar2;
  
  iVar2 = 0;
  if (m_nDebugOverlayIndex != -1) {
    do {
      while (pVVar1 = (Vector *)(&m_debugOverlayLine)[iVar2], pVVar1[0x25] == (Vector)0x0) {
        iVar2 = iVar2 + 1;
        if (iVar2 == 0x14) {
          return;
        }
      }
      iVar2 = iVar2 + 1;
      NDebugOverlay::Line(pVVar1,pVVar1 + 0xc,*(int *)(pVVar1 + 0x18),*(int *)(pVVar1 + 0x1c),
                          *(int *)(pVVar1 + 0x20),(bool)pVVar1[0x24],0.0);
    } while (iVar2 != 0x14);
  }
  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)