L L4D2node

Script_OverlayBoxAngles

0x00b43610 · 103 bytes · __cdecl

_ZL23Script_OverlayBoxAngles6VectorS_S_6QAngleS_ff

Decompiled

undefined (7 params)

/* Script_OverlayBoxAngles(Vector, Vector, Vector, QAngle, Vector, float, float) */

void Script_OverlayBoxAngles(void)

{
  float in_stack_00000034;
  float in_stack_00000038;
  float in_stack_0000003c;
  float in_stack_00000040;
  float in_stack_00000044;
  
  NDebugOverlay::BoxAngles
            ((Vector *)&stack0x00000004,(Vector *)&stack0x00000010,(Vector *)&stack0x0000001c,
             (QAngle *)&stack0x00000028,(int)in_stack_00000034,(int)in_stack_00000038,
             (int)in_stack_0000003c,(int)in_stack_00000040,in_stack_00000044);
  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)