CCombatCharVisCache::HasVisibility
0x003fe7d0 · 106 bytes · __thiscall
_ZNK19CCombatCharVisCache13HasVisibilityEi
Decompiled
undefined (2 params)
/* CCombatCharVisCache::HasVisibility(int) const */
int __thiscall CCombatCharVisCache::HasVisibility(CCombatCharVisCache *this,int param_1)
{
int iVar1;
char cVar2;
uint uVar3;
if (param_1 != -0x80000000) {
*(int *)(this + 0x28) = *(int *)(this + 0x28) + 1;
uVar3 = param_1;
if (param_1 < 0) {
uVar3 = ~param_1;
}
iVar1 = *(int *)(this + 0x10) + (uVar3 & 0xffff) * 0x18;
if (*(float *)(gpGlobals + 0xc) - *(float *)(iVar1 + 0x10) <= 0.09) {
*(int *)(this + 0x2c) = *(int *)(this + 0x2c) + 1;
cVar2 = *(char *)(iVar1 + 0x15);
if (-1 < param_1) {
cVar2 = *(char *)(iVar1 + 0x14);
}
return ~-(uint)(cVar2 == '\0') + 2;
}
}
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.