L L4D2node

CClientPath::VisibilityThink

0x008cef50 · 712 bytes · __thiscall

_ZN11CClientPath15VisibilityThinkEv

Decompiled

undefined (1 param)

/* CClientPath::VisibilityThink() */

void __thiscall CClientPath::VisibilityThink(CClientPath *this)

{
  uint uVar1;
  CBaseEntity *this_00;
  CBaseEdict *this_01;
  CBaseEntity *this_02;
  char cVar2;
  CClientPath CVar3;
  int iVar4;
  CNavArea *pCVar5;
  TerrorNavArea *pTVar6;
  undefined *puVar7;
  ShortestPathCost local_51;
  undefined4 local_50;
  undefined4 local_4c;
  undefined4 local_48;
  undefined4 local_44;
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  undefined4 local_34;
  undefined4 local_30;
  CBaseEntity *local_2c;
  undefined4 local_28;
  CBaseEntity *local_24;
  undefined1 local_20;
  undefined1 local_1f;
  
  uVar1 = *(uint *)(this + 0x1050);
  if (((((uVar1 == 0xffffffff) ||
        (puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 == (undefined *)0xfffffffc)) ||
       (*(uint *)(puVar7 + 8) != uVar1 >> 0xc)) ||
      ((this_00 = *(CBaseEntity **)(puVar7 + 4), this_00 == (CBaseEntity *)0x0 ||
       (cVar2 = (**(code **)(*(int *)this_00 + 0x16c))(this_00), cVar2 == '\0')))) ||
     ((cVar2 = (**(code **)(*(int *)this_00 + 300))(this_00), cVar2 == '\0' ||
      (iVar4 = CBaseEntity::GetTeamNumber(this_00), iVar4 != 3)))) {
    this[0x1054] = (CClientPath)0x0;
  }
  else {
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    local_38 = *(undefined4 *)(this + 0x2e0);
    local_2c = (CBaseEntity *)0x0;
    local_34 = *(undefined4 *)(this + 0x2e4);
    local_28 = 0x4cbebc20;
    local_30 = *(undefined4 *)(this + 0x2e8);
    local_20 = 1;
    local_1f = 0;
    local_24 = this_00;
    ForEachSurvivor<ClosestSurvivorScan>((ClosestSurvivorScan *)&local_38);
    this_02 = local_2c;
    if (local_2c != (CBaseEntity *)0x0) {
      CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.25,(char *)0x0);
      pCVar5 = (CNavArea *)(**(code **)(*(int *)this_00 + 0x52c))(this_00);
      pTVar6 = (TerrorNavArea *)(**(code **)(*(int *)this_02 + 0x52c))(this_02);
      if ((pCVar5 == *(CNavArea **)(this + 0x1048)) &&
         (pTVar6 == (TerrorNavArea *)*(CNavArea **)(this + 0x104c))) {
        return;
      }
      *(CNavArea **)(this + 0x1048) = pCVar5;
      *(TerrorNavArea **)(this + 0x104c) = pTVar6;
      if (((byte)this_02[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition(this_02);
      }
      local_50 = *(undefined4 *)(this_02 + 0x2e0);
      local_4c = *(undefined4 *)(this_02 + 0x2e4);
      local_48 = *(undefined4 *)(this_02 + 0x2e8);
      if (((byte)this_00[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition(this_00);
      }
      local_44 = *(undefined4 *)(this_00 + 0x2e0);
      local_40 = *(undefined4 *)(this_00 + 0x2e4);
      local_3c = *(undefined4 *)(this_00 + 0x2e8);
      CVar3 = (CClientPath)
              NavAreaBuildPath<ShortestPathCost>
                        (pCVar5,(CNavArea *)pTVar6,(Vector *)&local_44,(Vector *)&local_50,&local_51
                         ,(CNavArea **)0x0,0.0,3,false);
      this[0x1054] = CVar3;
      if (!(bool)CVar3) {
        return;
      }
      *(undefined4 *)(this + 0x1044) = 0;
      if (*(int *)(this + 0x1040) != 0) {
        if (this[0x6c] == (CClientPath)0x0) {
          this_01 = *(CBaseEdict **)(this + 0x30);
          if (this_01 != (CBaseEdict *)0x0) {
            *(uint *)this_01 = *(uint *)this_01 | 0x101;
            iVar4 = CBaseEdict::GetChangeAccessor(this_01);
            *(undefined2 *)(iVar4 + 2) = 0;
          }
        }
        else {
          this[0x70] = (CClientPath)((byte)this[0x70] | 1);
        }
        *(undefined4 *)(this + 0x1040) = 0;
      }
      for (; pTVar6 != (TerrorNavArea *)0x0; pTVar6 = *(TerrorNavArea **)(pTVar6 + 0x78)) {
        AddArea(this,pTVar6);
      }
      FinishPath(this);
      return;
    }
  }
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 1.0,(char *)0x0);
  return;
}

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)