L L4D2node

Script_OverlayLine_vCol

0x00b42d60 · 84 bytes · __cdecl

_ZL23Script_OverlayLine_vCol6VectorS_S_bf

Decompiled

undefined (5 params)

/* Script_OverlayLine_vCol(Vector, Vector, Vector, bool, float) */

void Script_OverlayLine_vCol(void)

{
  float in_stack_0000001c;
  float in_stack_00000020;
  float in_stack_00000024;
  undefined1 in_stack_00000028;
  float in_stack_0000002c;
  
  NDebugOverlay::Line((Vector *)&stack0x00000004,(Vector *)&stack0x00000010,(int)in_stack_0000001c,
                      (int)in_stack_00000020,(int)in_stack_00000024,(bool)in_stack_00000028,
                      in_stack_0000002c);
  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)