L L4D2node

CCombatCharVisCache::RegisterVisibility

0x003fe840 · 106 bytes · __thiscall

_ZN19CCombatCharVisCache18RegisterVisibilityEibb

Decompiled

undefined (4 params)

/* CCombatCharVisCache::RegisterVisibility(int, bool, bool) */

void __thiscall
CCombatCharVisCache::RegisterVisibility
          (CCombatCharVisCache *this,int param_1,bool param_2,bool param_3)

{
  int iVar1;
  undefined4 uVar2;
  
  if (param_1 != -0x80000000) {
    if (-1 < param_1) {
      iVar1 = *(int *)(this + 0x10) + (param_1 & 0xffffU) * 0x18;
      uVar2 = *(undefined4 *)(gpGlobals + 0xc);
      *(bool *)(iVar1 + 0x14) = param_2;
      *(bool *)(iVar1 + 0x15) = param_3;
      *(undefined4 *)(iVar1 + 0x10) = uVar2;
      return;
    }
    iVar1 = *(int *)(this + 0x10) + (~param_1 & 0xffffU) * 0x18;
    uVar2 = *(undefined4 *)(gpGlobals + 0xc);
    *(bool *)(iVar1 + 0x14) = param_3;
    *(bool *)(iVar1 + 0x15) = param_2;
    *(undefined4 *)(iVar1 + 0x10) = uVar2;
  }
  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)