CFuncAreaPortalWindow::UpdateVisibility
0x006b1880 · 94 bytes · __thiscall
_ZN21CFuncAreaPortalWindow16UpdateVisibilityERK10CUtlVectorI6Vector10CUtlMemoryIS1_iEEfRb
Decompiled
undefined (4 params)
/* CFuncAreaPortalWindow::UpdateVisibility(CUtlVector<Vector, CUtlMemory<Vector, int> > const&,
float, bool&) */
undefined4 __thiscall
CFuncAreaPortalWindow::UpdateVisibility
(CFuncAreaPortalWindow *this,CUtlVector *param_1,float param_2,bool *param_3)
{
char cVar1;
undefined4 uVar2;
cVar1 = IsWindowOpen(this,param_1,param_2);
if (cVar1 == '\0') {
*param_3 = false;
return 0;
}
uVar2 = CFuncAreaPortalBase::UpdateVisibility((CUtlVector *)this,(float)param_1,(bool *)param_2);
return uVar2;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.