L L4D2node

CBaseEntity::IsViewable

0x00601600 · 74 bytes · __thiscall

_ZN11CBaseEntity10IsViewableEv

Decompiled

undefined (1 param)

/* CBaseEntity::IsViewable() */

bool __thiscall CBaseEntity::IsViewable(CBaseEntity *this)

{
  char cVar1;
  int iVar2;
  
  if (((byte)this[0xd4] & 0x20) != 0) {
    return false;
  }
  cVar1 = IsBSPModel(this);
  if (cVar1 != '\0') {
    return this[0x186] != (CBaseEntity)0x0;
  }
  iVar2 = (**(code **)(*(int *)this + 0x1c))(this);
  return iVar2 != 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)