L L4D2node

CDirectorTacticalServices::IsVisibleToTeam

0x008c16d0 · 134 bytes · __thiscall

_ZNK25CDirectorTacticalServices15IsVisibleToTeamERK6VectoriifP13TerrorNavAreaPK11CBaseEntity

Decompiled

undefined (7 params)

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

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

{
  CBasePlayer *pCVar1;
  undefined4 uVar2;
  int iVar3;
  bool local_1d [13];
  
  iVar3 = 1;
  local_1d[0] = false;
  if (0 < *(int *)(gpGlobals + 0x14)) {
    do {
      pCVar1 = (CBasePlayer *)UTIL_PlayerByIndex(iVar3);
      if ((pCVar1 != (CBasePlayer *)0x0) &&
         (uVar2 = IsVisibleToPlayer(param_1,pCVar1,param_2,param_3,param_4,param_6,&param_5,local_1d
                                   ), (char)uVar2 != '\0')) {
        return uVar2;
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 <= *(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)