L L4D2node

Map_AreAnyLeavesVisible

0x001a0f40 · 93 bytes · __cdecl

_Z23Map_AreAnyLeavesVisibleRK16worldbrushdata_tPii

Decompiled

undefined (3 params)

/* Map_AreAnyLeavesVisible(worldbrushdata_t const&, int*, int) */

undefined4 Map_AreAnyLeavesVisible(worldbrushdata_t *param_1,int *param_2,int param_3)

{
  ushort uVar1;
  int iVar2;
  
  if (0 < param_3) {
    iVar2 = 0;
    do {
      uVar1 = *(ushort *)(*(int *)(param_1 + 0x10) + 0x30 + param_2[iVar2] * 0x40);
      if (((short)uVar1 != -1) &&
         ((*(byte *)((int)&DAT_003a91c8 + ((int)(short)uVar1 >> 3)) >> (uVar1 & 7) & 1) != 0)) {
        return 1;
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 != param_3);
  }
  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)