L L4D2node

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 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)