L L4D2node

CServerNetworkProperty::IsInPVS

0x008215b0 · 468 bytes · __thiscall

_ZN22CServerNetworkProperty7IsInPVSEPK18CCheckTransmitInfo

Decompiled

undefined (2 params)

/* CServerNetworkProperty::IsInPVS(CCheckTransmitInfo const*) */

bool __thiscall
CServerNetworkProperty::IsInPVS(CServerNetworkProperty *this,CCheckTransmitInfo *param_1)

{
  ushort *puVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  
  iVar3 = *(int *)(param_1 + 0x2010);
  if (*(short *)(this + 0x1a) == 0) {
    if (iVar3 < 1) goto LAB_00821750;
    iVar5 = 0;
    iVar2 = (int)*(short *)(this + 0x18);
    iVar4 = *(int *)(param_1 + 0x2014);
    if (iVar2 != iVar4) {
      do {
        iVar3 = (**(code **)(*engine + 0x100))(engine,iVar4,iVar2);
        if (iVar3 != 0) goto LAB_00821678;
        iVar5 = iVar5 + 1;
        iVar3 = *(int *)(param_1 + 0x2010);
        if (iVar3 <= iVar5) break;
        iVar2 = (int)*(short *)(this + 0x18);
        iVar4 = *(int *)(param_1 + iVar5 * 4 + 0x2014);
      } while (iVar2 != iVar4);
    }
  }
  else if (iVar3 < 1) {
LAB_00821750:
    iVar5 = 0;
  }
  else {
    iVar4 = *(int *)(param_1 + 0x2014);
    iVar2 = (int)*(short *)(this + 0x18);
    if ((iVar2 == iVar4) || (*(short *)(this + 0x1a) == iVar4)) goto LAB_008216b0;
    iVar5 = 0;
    while( true ) {
      iVar3 = (**(code **)(*engine + 0x100))(engine,iVar4,iVar2);
      if ((iVar3 != 0) ||
         (iVar3 = (**(code **)(*engine + 0x100))(engine,iVar4,(int)*(short *)(this + 0x1a)),
         iVar3 != 0)) goto LAB_00821678;
      iVar5 = iVar5 + 1;
      iVar3 = *(int *)(param_1 + 0x2010);
      if (iVar3 <= iVar5) break;
      iVar4 = *(int *)(param_1 + iVar5 * 4 + 0x2014);
      iVar2 = (int)*(short *)(this + 0x18);
      if ((iVar2 == iVar4) || (*(short *)(this + 0x1a) == iVar4)) break;
    }
  }
  if (iVar3 == iVar5) {
    return false;
  }
LAB_008216b0:
  iVar4 = *(short *)(this + 0x12) + -1;
  iVar3 = iVar4 * 2;
  if (*(short *)(this + 0x12) < 0) {
    iVar3 = (**(code **)(*engine + 0xfc))
                      (engine,(int)*(short *)(this + 0x10),param_1 + 4,
                       *(undefined4 *)(param_1 + 0x2004));
    return iVar3 != 0;
  }
  while( true ) {
    if (iVar4 == -1) {
      return false;
    }
    puVar1 = (ushort *)(*(int *)(this + 0x14) + iVar3);
    iVar3 = iVar3 + -2;
    if (((byte)(param_1 + 4)[(int)(uint)*puVar1 >> 3] >> (*puVar1 & 7) & 1) != 0) break;
    iVar4 = iVar4 + -1;
  }
  return true;
LAB_00821678:
  if (*(int *)(param_1 + 0x2010) == iVar5) {
    return false;
  }
  goto LAB_008216b0;
}

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)