Script_OverlayCircle
0x00b436f0 · 157 bytes · __cdecl
_ZL20Script_OverlayCircle6VectorS_ffbf
Decompiled
undefined (6 params)
/* Script_OverlayCircle(Vector, Vector, float, float, bool, float) */
void Script_OverlayCircle(void)
{
float in_stack_00000010;
float in_stack_00000014;
float in_stack_00000018;
float in_stack_0000001c;
float in_stack_00000020;
undefined1 in_stack_00000024;
float in_stack_00000028;
undefined4 local_24;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
local_14 = 0xbf800000;
local_24 = 0x3f800000;
local_18 = 0;
local_10 = 0;
local_20 = 0;
local_1c = 0;
NDebugOverlay::Circle
((Vector *)&stack0x00000004,(Vector *)&local_24,(Vector *)&local_18,in_stack_00000020,
(int)in_stack_00000010,(int)in_stack_00000014,(int)in_stack_00000018,
(int)in_stack_0000001c,(bool)in_stack_00000024,in_stack_00000028);
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.