L L4D2node

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 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)