L L4D2node

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 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)