CM_HeadnodeVisible
0x0011bb70 · 153 bytes · __cdecl
_Z18CM_HeadnodeVisibleiPKhi
Decompiled
undefined (3 params)
/* CM_HeadnodeVisible(int, unsigned char const*, int) */
uint CM_HeadnodeVisible(int param_1,uchar *param_2,int param_3)
{
int iVar1;
short sVar2;
uint uVar3;
while (-1 < param_1) {
iVar1 = g_BSPData + param_1 * 0xc;
uVar3 = CM_HeadnodeVisible(*(int *)(iVar1 + 4),param_2,param_3);
if ((char)uVar3 != '\0') {
return uVar3;
}
param_1 = *(uint *)(iVar1 + 8);
}
if (DAT_0039439c <= ~param_1) {
Error("Cannot load corrupted map.\n");
}
sVar2 = *(short *)(~param_1 * 0x10 + DAT_00394398 + 4);
if (sVar2 != -1) {
return (int)(uint)param_2[(int)sVar2 >> 3] >> ((byte)sVar2 & 7) & 1;
}
return 0;
}
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.