L L4D2node

Map_VisSetup

0x001a1b80 · 245 bytes · __cdecl

_Z12Map_VisSetupP7model_tiPK6VectorbRj

Decompiled

undefined (5 params)

/* Map_VisSetup(model_t*, int, Vector const*, bool, unsigned int&) */

void Map_VisSetup(model_t *param_1,int param_2,Vector *param_3,bool param_4,uint *param_5)

{
  int iVar1;
  uint uVar2;
  undefined4 uVar3;
  undefined4 *puVar4;
  int iVar5;
  
  DAT_003ab1c9 = 0;
  DAT_003ab1c8 = '\0';
  vis = 0x20;
  if (param_2 < 0x21) {
    vis = param_2;
  }
  *param_5 = 0;
  if (0 < vis) {
    iVar5 = 0;
    puVar4 = &DAT_003a8f48;
    do {
      iVar1 = CM_PointLeafnum(param_3);
      uVar2 = CM_LeafFlags(iVar1);
      if ((uVar2 & 5) != 0) {
        DAT_003ab1c8 = '\x01';
      }
      if ((uVar2 & 2) != 0) {
        DAT_003ab1c9 = 1;
        *param_5 = *param_5 | 1;
      }
      iVar5 = iVar5 + 1;
      uVar3 = CM_LeafCluster(iVar1);
      puVar4[3] = uVar3;
      *puVar4 = *(undefined4 *)param_3;
      puVar4[1] = *(undefined4 *)(param_3 + 4);
      puVar4[2] = *(undefined4 *)(param_3 + 8);
      puVar4 = puVar4 + 5;
      param_3 = param_3 + 0xc;
    } while (iVar5 < vis);
  }
  if (DAT_003ab1c8 == '\0') {
    DAT_003ab1c9 = 0;
  }
  Map_VisMark(param_4,param_1);
  return;
}

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)