SV_AddOriginToPVS
0x001ff890 · 101 bytes · __cdecl
_Z17SV_AddOriginToPVSRK6Vector
Decompiled
undefined (1 param)
/* SV_AddOriginToPVS(Vector const&) */
void SV_AddOriginToPVS(Vector *param_1)
{
int iVar1;
int local_10 [2];
SV_AddToFatPVS(param_1);
iVar1 = CM_PointLeafnum(param_1);
local_10[0] = CM_LeafArea(iVar1);
if (DAT_003b7894 < 1) {
LAB_001ff8dc:
CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
((CUtlVector<int,CUtlMemory<int,int>> *)&g_AreasNetworked,DAT_003b7894,local_10);
}
else if (local_10[0] != *g_AreasNetworked) {
iVar1 = 0;
do {
iVar1 = iVar1 + 1;
if (iVar1 == DAT_003b7894) goto LAB_001ff8dc;
} while (local_10[0] != g_AreasNetworked[iVar1]);
}
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.