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 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.