CVEngineServer::CheckOriginInPVS
0x0022c020 · 91 bytes · __thiscall
_ZN14CVEngineServer16CheckOriginInPVSERK6VectorPKhi
Decompiled
undefined (4 params)
/* CVEngineServer::CheckOriginInPVS(Vector const&, unsigned char const*, int) */
uint __thiscall
CVEngineServer::CheckOriginInPVS(CVEngineServer *this,Vector *param_1,uchar *param_2,int param_3)
{
int iVar1;
int iVar2;
iVar1 = CM_PointLeafnum(param_1);
iVar1 = CM_LeafCluster(iVar1);
if (iVar1 < 0) {
return 0;
}
iVar2 = iVar1 >> 3;
if (iVar2 <= param_3) {
return (int)(uint)param_2[iVar2] >> ((byte)iVar1 & 7) & 1;
}
Sys_Error("CheckOriginInPVS: cluster would read past end of pvs data (%i:%i)\n",iVar2,param_3);
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.