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 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.