L L4D2node

CM_Vis

0x0011b210 · 166 bytes · __cdecl

_Z6CM_VisPhiii

Decompiled

undefined (4 params)

/* CM_Vis(unsigned char*, int, int, int) */

uchar * CM_Vis(uchar *param_1,int param_2,int param_3,int param_4)

{
  size_t __n;
  
  if (((uint)param_4 < 3) && (param_1 != (uchar *)0x0)) {
    if (param_3 == -1) {
      __n = DAT_0039453c + 7 >> 3;
      if (param_2 < (int)__n) {
        Sys_Error("CM_Vis:  buffer not big enough (%i but need %i)\n",param_2,__n);
        __n = DAT_0039453c + 7 >> 3;
      }
      memset(param_1,0,__n);
      return param_1;
    }
    CM_DecompressVis((CCollisionBSPData *)&g_BSPData,param_3,param_4,param_1);
  }
  else {
    Sys_Error("CM_Vis: error");
    param_1 = (uchar *)0x0;
  }
  return param_1;
}

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)