SurvivorTeamSituation::GetFriendVisibilityInfo
0x00966280 · 177 bytes · __thiscall
_ZNK21SurvivorTeamSituation23GetFriendVisibilityInfoEP13CTerrorPlayer
Decompiled
undefined (2 params)
/* SurvivorTeamSituation::GetFriendVisibilityInfo(CTerrorPlayer*) const */
SurvivorTeamSituation * __thiscall
SurvivorTeamSituation::GetFriendVisibilityInfo(SurvivorTeamSituation *this,CTerrorPlayer *param_1)
{
uint uVar1;
SurvivorTeamSituation *pSVar2;
int iVar3;
int iVar4;
undefined *puVar5;
int iVar6;
if ((param_1 != (CTerrorPlayer *)0x0) && (0 < *(int *)(this + 0xd6f8))) {
pSVar2 = this + 0xd6d4;
iVar3 = 0;
do {
uVar1 = *(uint *)pSVar2;
if ((((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar5 + 4) != 0)) {
iVar6 = *(int *)(*(int *)(puVar5 + 4) + 0x30);
if (iVar6 == 0) {
iVar6 = 0;
}
else {
iVar6 = iVar6 - *(int *)(gpGlobals + 0x58) >> 4;
}
if (*(int *)(param_1 + 0x30) == 0) {
iVar4 = 0;
}
else {
iVar4 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
if (iVar6 == iVar4) {
return pSVar2;
}
}
iVar3 = iVar3 + 1;
pSVar2 = pSVar2 + 0xc;
} while (iVar3 != *(int *)(this + 0xd6f8));
}
return (SurvivorTeamSituation *)0x0;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.