L L4D2node

DebugDrawLine

0x00748a10 · 142 bytes · __cdecl

_Z13DebugDrawLineRK6VectorS1_iiibf

Decompiled

undefined (7 params)

/* DebugDrawLine(Vector const&, Vector const&, int, int, int, bool, float) */

void DebugDrawLine(Vector *param_1,Vector *param_2,int param_3,int param_4,int param_5,bool param_6,
                  float param_7)

{
  undefined4 local_24;
  undefined4 local_20;
  float local_1c;
  undefined4 local_18;
  undefined4 local_14;
  float local_10;
  
  local_18 = *(undefined4 *)param_2;
  local_14 = *(undefined4 *)(param_2 + 4);
  local_10 = *(float *)(param_2 + 8) + 0.1;
  local_1c = *(float *)(param_1 + 8) + 0.1;
  local_24 = *(undefined4 *)param_1;
  local_20 = *(undefined4 *)(param_1 + 4);
  NDebugOverlay::Line((Vector *)&local_24,(Vector *)&local_18,param_3,param_4,param_5,param_6,
                      param_7);
  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)