L L4D2node

CFuncAreaPortalBase::UpdateVisibility

0x006b0820 · 188 bytes · __cdecl

_ZN19CFuncAreaPortalBase16UpdateVisibilityERK10CUtlVectorI6Vector10CUtlMemoryIS1_iEEfRb

Decompiled

undefined (3 params)

/* CFuncAreaPortalBase::UpdateVisibility(CUtlVector<Vector, CUtlMemory<Vector, int> > const&, float,
   bool&) */

undefined4 CFuncAreaPortalBase::UpdateVisibility(CUtlVector *param_1,float param_2,bool *param_3)

{
  float *pfVar1;
  char cVar2;
  int iVar3;
  int local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  local_30 = *(int *)(param_1 + 0x440);
  if ((local_30 != -1) && (0 < *(int *)((int)param_2 + 0xc))) {
    iVar3 = 0;
    while( true ) {
      pfVar1 = (float *)(*(int *)param_2 + iVar3 * 0xc);
      cVar2 = (**(code **)(*engine + 0x10c))(engine,pfVar1,local_30,&local_2c);
      if ((cVar2 == '\0') ||
         (-80.0 < (local_2c * *pfVar1 - local_20) + local_28 * pfVar1[1] + local_24 * pfVar1[2])) {
        return 1;
      }
      iVar3 = iVar3 + 1;
      if (*(int *)((int)param_2 + 0xc) <= iVar3) break;
      local_30 = *(int *)(param_1 + 0x440);
    }
  }
  return 0;
}

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)