L L4D2node

DrawTroubleSweptHull

0x0098d4c0 · 136 bytes · __regparm3

_ZL20DrawTroubleSweptHullP8CNavAreaRK6VectorS3_S3_S3_ffff.constprop.107

Decompiled

undefined (9 params)

/* DrawTroubleSweptHull(CNavArea*, Vector const&, Vector const&, Vector const&, Vector const&,
   float, float, float, float) [clone .constprop.107] */

void __regparm3
DrawTroubleSweptHull
          (CNavArea *param_1,Vector *param_2,Vector *param_3,Vector *param_4,Vector *param_5,
          float param_6,float param_7,float param_8,float param_9)

{
  float in_XMM0_Da;
  float in_XMM1_Da;
  float in_XMM2_Da;
  
  if (((*(int *)(param_1 + 0x8c) == s_testNavID) ||
      (*(int *)(param_1 + 0x8c) == *(int *)(nav_trouble_test_area._28_4_ + 0x30))) &&
     (0.0 < *(float *)(nav_trouble_test_debug_duration._28_4_ + 0x2c))) {
    NDebugOverlay::SweptBox
              (param_2,param_3,(Vector *)&WalkableTraceMins,param_4,(QAngle *)&vec3_angle,
               (int)in_XMM0_Da,(int)in_XMM1_Da,(int)in_XMM2_Da,0,
               *(float *)(nav_trouble_test_debug_duration._28_4_ + 0x2c));
    return;
  }
  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)