L L4D2node

IVision::GetTimeSinceVisible

0x0075db80 · 231 bytes · __thiscall

_ZNK7IVision19GetTimeSinceVisibleEi

Decompiled

undefined (2 params)

/* IVision::GetTimeSinceVisible(int) const */

longdouble __thiscall IVision::GetTimeSinceVisible(IVision *this,int param_1)

{
  IVision *pIVar1;
  int iVar2;
  longdouble lVar3;
  float fVar4;
  
  if (param_1 == -1) {
    pIVar1 = this + 0x48;
    iVar2 = 0;
    do {
      if (0.0 < *(float *)(pIVar1 + 4)) {
        lVar3 = (longdouble)IntervalTimer::Now();
        if (((float)lVar3 - *(float *)(pIVar1 + 4) < 1e+10) && (0.0 < *(float *)(pIVar1 + 4))) {
          IntervalTimer::Now();
        }
      }
      iVar2 = iVar2 + 1;
      pIVar1 = pIVar1 + 8;
    } while (iVar2 != 0x20);
    return (longdouble)1e+10;
  }
  fVar4 = 0.0;
  if ((uint)param_1 < 0x20) {
    if (*(float *)(this + param_1 * 8 + 0x4c) <= 0.0) {
      return (longdouble)99999.9;
    }
    lVar3 = (longdouble)IntervalTimer::Now();
    fVar4 = (float)lVar3 - *(float *)(this + param_1 * 8 + 0x4c);
  }
  return (longdouble)fVar4;
}

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)