CVisibilityMonitor::IsTrackingEntity
0x006657c0 · 125 bytes · __thiscall
_ZN18CVisibilityMonitor16IsTrackingEntityEP11CBaseEntity
Decompiled
undefined (2 params)
/* CVisibilityMonitor::IsTrackingEntity(CBaseEntity*) */
undefined4 __thiscall
CVisibilityMonitor::IsTrackingEntity(CVisibilityMonitor *this,CBaseEntity *param_1)
{
uint uVar1;
int iVar2;
uint *puVar3;
undefined *puVar4;
if (0 < *(int *)(this + 0x18)) {
puVar3 = *(uint **)(this + 0xc);
iVar2 = 0;
do {
uVar1 = *puVar3;
if (((uVar1 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) {
if (param_1 == (CBaseEntity *)0x0) {
return 1;
}
}
else if (param_1 == *(CBaseEntity **)(puVar4 + 4)) {
return 1;
}
iVar2 = iVar2 + 1;
puVar3 = puVar3 + 5;
} while (iVar2 != *(int *)(this + 0x18));
}
return 0;
}
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.