L L4D2node

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 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)