L L4D2node

CDirectorTacticalServices::IsSpawnLocationVisibleToTeam

0x008c1500 · 464 bytes · __thiscall

_ZNK25CDirectorTacticalServices28IsSpawnLocationVisibleToTeamERK6VectoriiP13TerrorNavAreaff

Decompiled

undefined (7 params)

/* CDirectorTacticalServices::IsSpawnLocationVisibleToTeam(Vector const&, int, int, TerrorNavArea*,
   float, float) const */

undefined4 __thiscall
CDirectorTacticalServices::IsSpawnLocationVisibleToTeam
          (CDirectorTacticalServices *this,Vector *param_1,int param_2,int param_3,
          TerrorNavArea *param_4,float param_5,float param_6)

{
  int iVar1;
  code *pcVar2;
  int *piVar3;
  undefined4 uVar4;
  int *piVar5;
  int *piVar6;
  float *pfVar7;
  int aiStack_b4 [5];
  float local_a0;
  int local_9c [5];
  float local_88;
  float local_84;
  int local_80;
  undefined1 local_71;
  float local_70;
  float local_6c;
  float local_64;
  float local_60;
  undefined4 local_5c;
  float local_58;
  float local_54;
  float local_50;
  float local_4c;
  float local_48;
  float local_44;
  float local_40;
  float local_3c;
  float local_38;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  float local_1c [3];
  
  local_71 = 0;
  local_84 = param_5 * 0.5;
  if (0 < *(int *)(gpGlobals + 0x14)) {
    local_80 = 1;
    local_88 = param_6 * 0.5;
    piVar5 = aiStack_b4 + 2;
    do {
      *piVar5 = local_80;
      piVar5[-1] = 0x8c1563;
      piVar3 = (int *)UTIL_PlayerByIndex(*piVar5);
      piVar6 = piVar5;
      if (piVar3 != (int *)0x0) {
        iVar1 = *piVar3;
        piVar5[1] = (int)piVar3;
        *piVar5 = (int)&local_70;
        pfVar7 = &local_58;
        pcVar2 = *(code **)(iVar1 + 0x234);
        piVar5[-1] = 0x8c1582;
        (*pcVar2)();
        piVar6 = piVar5 + -1;
        local_5c = 0;
        local_64 = *(float *)param_1 - local_70;
        local_60 = *(float *)(param_1 + 4);
        piVar5[-1] = (int)&local_64;
        local_60 = local_60 - local_6c;
        piVar5[-2] = 0x8c15b4;
        VectorNormalize((Vector *)piVar5[-1]);
        local_40 = *(float *)param_1;
        local_3c = *(float *)(param_1 + 4);
        local_50 = *(float *)(param_1 + 8);
        local_4c = local_40 - local_60 * local_84;
        local_58 = local_60 * local_84 + local_40;
        local_54 = -local_64 * local_84 + local_3c;
        local_48 = local_3c - -local_64 * local_84;
        local_38 = local_88 + local_50;
        local_2c = local_50 + param_6;
        local_44 = local_50;
        local_34 = local_58;
        local_30 = local_54;
        local_28 = local_4c;
        local_24 = local_48;
        local_20 = local_2c;
        do {
          piVar5[4] = 0;
          piVar5[6] = (int)&local_71;
          piVar5[5] = (int)&param_4;
          piVar5[3] = 0;
          piVar5[2] = param_3;
          *piVar5 = (int)piVar3;
          piVar5[1] = param_2;
          piVar5[-1] = (int)pfVar7;
          piVar5[-2] = 0x8c169a;
          uVar4 = IsVisibleToPlayer((Vector *)piVar5[-1],(CBasePlayer *)*piVar5,piVar5[1],piVar5[2],
                                    (float)piVar5[3],(CBaseEntity *)piVar5[4],
                                    (TerrorNavArea **)piVar5[5],(bool *)piVar5[6]);
          if ((char)uVar4 != '\0') {
            return uVar4;
          }
          pfVar7 = pfVar7 + 3;
        } while (pfVar7 != local_1c);
      }
      local_80 = local_80 + 1;
      piVar5 = piVar6;
    } while (local_80 <= *(int *)(gpGlobals + 0x14));
  }
  return 0;
}

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)