CM_NullVis
0x0011b090 · 45 bytes · __cdecl
_Z10CM_NullVisP17CCollisionBSPDataPh
Decompiled
undefined (2 params)
/* CM_NullVis(CCollisionBSPData*, unsigned char*) */
void CM_NullVis(CCollisionBSPData *param_1,uchar *param_2)
{
uchar *puVar1;
uchar *puVar2;
int iVar3;
iVar3 = *(int *)(param_1 + 0x23c) + 7 >> 3;
puVar1 = param_2 + iVar3;
if (iVar3 != 0) {
do {
puVar2 = param_2 + 1;
*param_2 = 0xff;
param_2 = puVar2;
} while (puVar2 != puVar1);
}
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.