VisibilityMonitor_AddEntity
0x00665a50 · 52 bytes · __cdecl
_Z27VisibilityMonitor_AddEntityP11CBaseEntityfPFbS0_P11CBasePlayerES4_
Decompiled
undefined (4 params)
/* VisibilityMonitor_AddEntity(CBaseEntity*, float, bool (*)(CBaseEntity*, CBasePlayer*), bool
(*)(CBaseEntity*, CBasePlayer*)) */
void VisibilityMonitor_AddEntity
(CBaseEntity *param_1,float param_2,
_func_bool_CBaseEntity_ptr_CBasePlayer_ptr *param_3,
_func_bool_CBaseEntity_ptr_CBasePlayer_ptr *param_4)
{
CVisibilityMonitor::AddEntity
((CVisibilityMonitor *)VisibilityMonitor,param_1,param_2,param_3,param_4);
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.