TargetScan<CTerrorPlayer>::IsTargetVisible
0x004d63c0 · 37 bytes · __thiscall
_ZNK10TargetScanI13CTerrorPlayerE15IsTargetVisibleEPS0_
Decompiled
undefined (2 params)
/* TargetScan<CTerrorPlayer>::IsTargetVisible(CTerrorPlayer*) const */
void __thiscall
TargetScan<CTerrorPlayer>::IsTargetVisible(TargetScan<CTerrorPlayer> *this,CTerrorPlayer *param_1)
{
CBaseCombatCharacter::IsAbleToSee(*(CBaseCombatCharacter **)(this + 4),param_1,1);
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.