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,¶m_5,local_1d
), (char)uVar2 != '\0')) {
return uVar2;
}
iVar3 = iVar3 + 1;
} while (iVar3 <= *(int *)(gpGlobals + 0x14));
}
return 0;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.