L L4D2node

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 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)