L L4D2node

CM_BoxVisible

0x0011bc20 · 218 bytes · __cdecl

_Z13CM_BoxVisibleRK6VectorS1_PKhi

Decompiled

undefined (4 params)

/* CM_BoxVisible(Vector const&, Vector const&, unsigned char const*, int) */

undefined4 CM_BoxVisible(Vector *param_1,Vector *param_2,uchar *param_3,int param_4)

{
  byte bVar1;
  int iVar2;
  uint uVar3;
  int iVar4;
  int iVar5;
  int local_420;
  int local_41c [259];
  
  iVar5 = 0;
  iVar2 = CM_BoxLeafnums(param_1,param_2,local_41c,0x100,&local_420);
  if (0 < iVar2) {
    do {
      uVar3 = CM_LeafCluster(local_41c[iVar5]);
      if (uVar3 != 0xffffffff) {
        iVar4 = (int)uVar3 >> 3;
        if (((int)uVar3 < 0) || (param_4 < iVar4)) {
          Sys_Error("CM_BoxVisible:  cluster %i, offset %i out of bounds %i\n",uVar3,iVar4,param_4);
          bVar1 = param_3[iVar4] >> (uVar3 & 7);
        }
        else {
          bVar1 = param_3[iVar4] >> (uVar3 & 7);
        }
        if ((bVar1 & 1) != 0) {
          return 1;
        }
      }
      iVar5 = iVar5 + 1;
    } while (iVar5 != iVar2);
  }
  return 0;
}

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)