L L4D2node

CCSPlayer::SetupVisibility

0x0065ed50 · 388 bytes · __thiscall

_ZN9CCSPlayer15SetupVisibilityEP11CBaseEntityPhi

Decompiled

undefined (4 params)

/* CCSPlayer::SetupVisibility(CBaseEntity*, unsigned char*, int) */

void __thiscall
CCSPlayer::SetupVisibility(CCSPlayer *this,CBaseEntity *param_1,uchar *param_2,int param_3)

{
  float fVar1;
  int iVar2;
  int iVar3;
  undefined4 uVar4;
  int iVar5;
  int iVar6;
  undefined1 *puVar7;
  CBaseEntity *pCVar8;
  double local_3c;
  double local_34;
  
  pCVar8 = param_1;
  CBasePlayer::SetupVisibility((CBaseEntity *)this,(uchar *)param_1,(int)param_2);
  if (*(int *)(VisDebug._28_4_ + 0x30) == 0) {
    return;
  }
  if (param_1 == (CBaseEntity *)0x0) {
    param_1 = (CBaseEntity *)this;
  }
  if (((byte)param_1[0x14d] & 8) == 0) {
    local_34 = (double)*(float *)(param_1 + 0x2e8);
  }
  else {
    CBaseEntity::CalcAbsolutePosition(param_1);
    local_34 = (double)*(float *)(param_1 + 0x2e8);
    if (((byte)param_1[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(param_1);
      local_3c = (double)*(float *)(param_1 + 0x2e4);
      if (((byte)param_1[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition(param_1);
      }
      goto LAB_0065edbb;
    }
  }
  local_3c = (double)*(float *)(param_1 + 0x2e4);
LAB_0065edbb:
  fVar1 = *(float *)(param_1 + 0x2e0);
  iVar2 = *(int *)(param_1 + 0x30);
  puVar7 = &DAT_00d539c2;
  if (*(undefined1 **)(param_1 + 0x7c) != (undefined1 *)0x0) {
    puVar7 = *(undefined1 **)(param_1 + 0x7c);
  }
  if (iVar2 == 0) {
    iVar5 = 0;
  }
  else {
    iVar5 = iVar2 - *(int *)(gpGlobals + 0x58) >> 4;
  }
  uVar4 = (**(code **)(*(int *)this + 0xb8))(this,pCVar8,param_2,param_3);
  iVar3 = *(int *)(this + 0x30);
  if (iVar3 == 0) {
    iVar6 = 0;
  }
  else {
    iVar6 = iVar3 - *(int *)(gpGlobals + 0x58) >> 4;
  }
  Msg("%d(0x%8.8X)(%s): view ent is %d(0x%8.8X)(%s) @ %f,%f,%f\n",iVar6,iVar3,uVar4,iVar5,iVar2,
      puVar7,(double)fVar1,local_3c,local_34);
  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)