L L4D2node

CVisibilityMonitor::LevelInitPostEntity

0x00664b00 · 56 bytes · __thiscall

_ZN18CVisibilityMonitor19LevelInitPostEntityEv

Decompiled

undefined (1 param)

/* CVisibilityMonitor::LevelInitPostEntity() */

void __thiscall CVisibilityMonitor::LevelInitPostEntity(CVisibilityMonitor *this)

{
  undefined4 uVar1;
  
  uVar1 = vismon_poll_frequency._28_4_;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 0x30) = 0;
  *(float *)(this + 0x24) = *(float *)(uVar1 + 0x2c) + *(float *)(gpGlobals + 0xc);
  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)