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 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.