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 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.