CBasePlayer::SetupVisibility
0x007a6330 · 293 bytes · __cdecl
_ZN11CBasePlayer15SetupVisibilityEP11CBaseEntityPhi
Decompiled
undefined (3 params)
/* CBasePlayer::SetupVisibility(CBaseEntity*, unsigned char*, int) */
void CBasePlayer::SetupVisibility(CBaseEntity *param_1,uchar *param_2,int param_3)
{
code *pcVar1;
char cVar2;
int iVar3;
int *piVar4;
int **ppiVar5;
int *local_40;
undefined4 *local_3c;
CBaseEntity *local_38;
undefined4 local_24;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
ppiVar5 = &local_3c;
if ((param_2 == (uchar *)0x0) || (*(int *)(VisForce._28_4_ + 0x30) != 0)) {
local_3c = &local_18;
local_38 = param_1;
local_40 = (int *)0x7a63c2;
(**(code **)(*(int *)param_1 + 0x234))();
local_3c = &local_24;
ppiVar5 = &local_40;
local_24 = local_18;
local_20 = local_14;
local_1c = local_10;
local_40 = engine;
(**(code **)(*engine + 0xf0))();
}
pcVar1 = *(code **)(*engine + 0x1d4);
if (*(int *)(param_1 + 0x30) == 0) {
iVar3 = 0;
}
else {
iVar3 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
ppiVar5[2] = (int *)0x1;
ppiVar5[1] = (int *)iVar3;
*ppiVar5 = engine;
ppiVar5[-1] = (int *)0x7a6383;
iVar3 = (*pcVar1)();
if ((iVar3 != 0) && (piVar4 = *(int **)(iVar3 + 0xc), piVar4 != (int *)0x0)) {
iVar3 = *piVar4;
*ppiVar5 = piVar4;
pcVar1 = *(code **)(iVar3 + 0x18);
ppiVar5[-1] = (int *)0x7a6396;
piVar4 = (int *)(*pcVar1)();
if (piVar4 != (int *)0x0) {
iVar3 = *piVar4;
*ppiVar5 = piVar4;
pcVar1 = *(code **)(iVar3 + 0x16c);
ppiVar5[-1] = (int *)0x7a63a7;
cVar2 = (*pcVar1)();
if (cVar2 != '\0') {
iVar3 = *piVar4;
ppiVar5[1] = piVar4;
*ppiVar5 = &local_18;
pcVar1 = *(code **)(iVar3 + 0x234);
ppiVar5[-1] = (int *)0x7a6412;
(*pcVar1)();
local_24 = local_18;
local_20 = local_14;
local_1c = local_10;
iVar3 = *engine;
*ppiVar5 = &local_24;
ppiVar5[-1] = engine;
pcVar1 = *(code **)(iVar3 + 0xf0);
ppiVar5[-2] = (int *)0x7a644a;
(*pcVar1)();
return;
}
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.