L L4D2node

IVision::GetRecognizedCount

0x0075b930 · 291 bytes · __thiscall

_ZNK7IVision18GetRecognizedCountEif

Decompiled

undefined (3 params)

/* IVision::GetRecognizedCount(int, float) const */

int __thiscall IVision::GetRecognizedCount(IVision *this,int param_1,float param_2)

{
  uint *puVar1;
  uint uVar2;
  char cVar3;
  int iVar4;
  int *piVar5;
  undefined *puVar6;
  int iVar7;
  int local_24;
  undefined4 local_20;
  
  if (*(int *)(this + 0x38) < 1) {
    local_24 = 0;
  }
  else {
    iVar7 = 0;
    local_24 = 0;
    do {
      while( true ) {
        puVar1 = (uint *)(*(int *)(this + 0x2c) + iVar7 * 0x14);
        uVar2 = *puVar1;
        if (((((uVar2 == 0xffffffff) ||
              (puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc))
             || (*(uint *)(puVar6 + 8) != uVar2 >> 0xc)) ||
            (*(CBaseEntity **)(puVar6 + 4) == (CBaseEntity *)0x0)) ||
           ((param_1 != -1 &&
            (iVar4 = CBaseEntity::GetTeamNumber(*(CBaseEntity **)(puVar6 + 4)), param_1 != iVar4))))
        break;
        if (0.0 <= param_2) {
          piVar5 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
          local_20 = 0;
          uVar2 = *puVar1;
          if (((uVar2 != 0xffffffff) &&
              (puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc))
             && (*(uint *)(puVar6 + 8) == uVar2 >> 0xc)) {
            local_20 = *(undefined4 *)(puVar6 + 4);
          }
          cVar3 = (**(code **)(*piVar5 + 0x114))(piVar5,local_20,param_2);
          if (cVar3 == '\0') break;
        }
        local_24 = local_24 + 1;
        iVar7 = iVar7 + 1;
        if (*(int *)(this + 0x38) <= iVar7) {
          return local_24;
        }
      }
      iVar7 = iVar7 + 1;
    } while (iVar7 < *(int *)(this + 0x38));
  }
  return local_24;
}

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)