L L4D2node

CServerNetworkProperty::IsInPVS

0x00821510 · 144 bytes · __thiscall

_ZN22CServerNetworkProperty7IsInPVSEPK7edict_tPKvi

Decompiled

undefined (4 params)

/* CServerNetworkProperty::IsInPVS(edict_t const*, void const*, int) */

bool __thiscall
CServerNetworkProperty::IsInPVS
          (CServerNetworkProperty *this,edict_t *param_1,void *param_2,int param_3)

{
  ushort *puVar1;
  int iVar2;
  int iVar3;
  bool bVar4;
  
  RecomputePVSInformation(this);
  iVar3 = *(short *)(this + 0x12) + -1;
  iVar2 = iVar3 * 2;
  if (*(short *)(this + 0x12) < 0) {
    iVar2 = (**(code **)(*engine + 0xfc))(engine,(int)*(short *)(this + 0x10),param_2,param_3);
    bVar4 = iVar2 != 0;
  }
  else {
    for (; iVar3 != -1; iVar3 = iVar3 + -1) {
      puVar1 = (ushort *)(*(int *)(this + 0x14) + iVar2);
      iVar2 = iVar2 + -2;
      if ((*(byte *)((int)param_2 + ((int)(uint)*puVar1 >> 3)) >> (*puVar1 & 7) & 1) != 0) {
        return true;
      }
    }
    bVar4 = false;
  }
  return bVar4;
}

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)