Path::DrawInterpolated
0x0075f210 · 347 bytes · __thiscall
_ZN4Path16DrawInterpolatedEff
Decompiled
undefined (3 params)
/* Path::DrawInterpolated(float, float) */
void __thiscall Path::DrawInterpolated(Path *this,float param_1,float param_2)
{
char cVar1;
undefined4 *puVar2;
Vector *pVVar3;
int iVar4;
int iVar5;
int iVar6;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
cVar1 = (**(code **)(*(int *)this + 0x44))(this);
if (cVar1 == '\0') {
return;
}
(**(code **)(*(int *)this + 0x38))(this,param_1,0);
puVar2 = (undefined4 *)(**(code **)(*(int *)this + 0x40))(this);
local_28 = *puVar2;
local_24 = puVar2[1];
local_20 = puVar2[2];
do {
param_1 = param_1 + *(float *)(NextBotPathDrawIncrement._28_4_ + 0x2c);
(**(code **)(*(int *)this + 0x38))(this,param_1,0);
pVVar3 = (Vector *)(**(code **)(*(int *)this + 0x40))(this);
iVar4 = (int)((1.0 - *(float *)(pVVar3 + 0x18) * 3.0) * 255.0);
iVar5 = (int)((*(float *)(pVVar3 + 0x18) * 3.0 + 1.0) * 255.0);
if (iVar4 < 0) {
iVar4 = 0;
}
iVar6 = 0;
if (-1 < iVar5) {
iVar6 = iVar5;
}
if (0xff < iVar6) {
iVar6 = 0xff;
}
if (0xff < iVar4) {
iVar4 = 0xff;
}
NDebugOverlay::Line((Vector *)&local_28,pVVar3,iVar4,iVar6,0,true,0.1);
local_28 = *(undefined4 *)pVVar3;
local_24 = *(undefined4 *)(pVVar3 + 4);
local_20 = *(undefined4 *)(pVVar3 + 8);
} while (param_1 < param_2);
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.