L L4D2node

CFish::AddVisible

0x006a60a0 · 41 bytes · __cdecl

_ZN5CFish10AddVisibleEPS_

Decompiled

undefined (1 param)

/* CFish::AddVisible(CFish*) */

void CFish::AddVisible(CFish *param_1)

{
  CUtlVector<CFish*,CUtlMemory<CFish*,int>>::InsertBefore
            ((CUtlVector<CFish*,CUtlMemory<CFish*,int>> *)(param_1 + 0x148c),
             *(int *)(param_1 + 0x1498),(CFish **)&stack0x00000008);
  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)