CStaticPropMgr::IsPropInPVS
0x001e48f0 · 138 bytes · __thiscall
_ZNK14CStaticPropMgr11IsPropInPVSEP13IHandleEntityPKh
Decompiled
undefined (3 params)
/* CStaticPropMgr::IsPropInPVS(IHandleEntity*, unsigned char const*) const */
undefined4 __thiscall
CStaticPropMgr::IsPropInPVS(CStaticPropMgr *this,IHandleEntity *param_1,uchar *param_2)
{
uint *puVar1;
int iVar2;
uint uVar3;
uint uVar4;
uint uVar5;
int iVar6;
puVar1 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
iVar2 = (*puVar1 & 0xfff) * 0xd8 + *(int *)(this + 0x20);
uVar5 = (uint)*(ushort *)(iVar2 + 0x42);
iVar6 = uVar5 * 2;
uVar3 = *(ushort *)(iVar2 + 0x44) + uVar5;
if (uVar5 < uVar3) {
do {
uVar4 = CM_LeafCluster((uint)*(ushort *)(*(int *)(this + 0x34) + iVar6));
if ((param_2[(int)uVar4 >> 3] >> (uVar4 & 7) & 1) != 0) {
return 1;
}
uVar5 = uVar5 + 1;
iVar6 = iVar6 + 2;
} while ((int)uVar5 < (int)uVar3);
}
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.