L L4D2node

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 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)