SV_DetermineMulticastRecipients
0x001fc4e0 · 351 bytes · __cdecl
_Z31SV_DetermineMulticastRecipientsbRK6VectorR7CBitVecILi32EE
Decompiled
undefined (3 params)
/* SV_DetermineMulticastRecipients(bool, Vector const&, CBitVec<32>&) */
void SV_DetermineMulticastRecipients(bool param_1,Vector *param_2,CBitVec *param_3)
{
int *piVar1;
byte *pbVar2;
char cVar3;
byte bVar4;
int iVar5;
int iVar6;
uint uVar7;
int iVar8;
int in_GS_OFFSET;
Vector local_202c [12];
uchar local_2020 [8192];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
iVar5 = CM_PointLeafnum(param_2);
iVar5 = CM_LeafCluster(iVar5);
iVar5 = CM_Vis(local_2020,0x2000,iVar5,(uint)param_1);
if (param_3 != (CBitVec *)0x0) {
*(undefined4 *)param_3 = 0;
}
iVar8 = 0;
if (0 < DAT_003b8080) {
do {
piVar1 = *(int **)(DAT_003b8074 + iVar8 * 4);
cVar3 = (**(code **)(*piVar1 + 0x74))(piVar1);
if ((((cVar3 != '\0') && (pbVar2 = (byte *)piVar1[0x75d4], pbVar2 != (byte *)0x0)) &&
((*pbVar2 & 2) == 0)) && (*(int *)(pbVar2 + 0xc) != 0)) {
cVar3 = (**(code **)(*piVar1 + 0x7c))(piVar1);
if (cVar3 == '\0') {
(**(code **)(*serverGameClients + 0x30))(serverGameClients,piVar1[0x75d4],local_202c);
iVar6 = CM_PointLeafnum(local_202c);
uVar7 = CM_LeafCluster(iVar6);
if ((*(byte *)(iVar5 + ((int)uVar7 >> 3)) >> (uVar7 & 7) & 1) != 0) {
cVar3 = (**(code **)(*piVar1 + 0x94))(piVar1);
if (cVar3 == '\0') goto LAB_001fc586;
bVar4 = (**(code **)(*(int *)piVar1[10] + 0x10))((int *)piVar1[10]);
*(uint *)param_3 = *(uint *)param_3 | 1 << (bVar4 & 0x1f);
}
}
else {
LAB_001fc586:
*(uint *)param_3 = *(uint *)param_3 | 1 << ((byte)iVar8 & 0x1f);
}
}
iVar8 = iVar8 + 1;
} while (iVar8 < DAT_003b8080);
}
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return;
}
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.