L L4D2node

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 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)