L L4D2node

SurvivorVision::GetMaxVisionRange

0x00968180 · 95 bytes · __thiscall

_ZNK14SurvivorVision17GetMaxVisionRangeEv

Decompiled

undefined (1 param)

/* SurvivorVision::GetMaxVisionRange() const */

longdouble __thiscall SurvivorVision::GetMaxVisionRange(SurvivorVision *this)

{
  int *piVar1;
  int iVar2;
  
  piVar1 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
  piVar1 = (int *)(**(code **)(*piVar1 + 0xb4))(piVar1);
  iVar2 = (**(code **)(*piVar1 + 0x52c))(piVar1);
  if ((iVar2 != 0) && ((*(byte *)(iVar2 + 0x12d) & 0x10) != 0)) {
    return (longdouble)*(float *)(SurvivorVisionRangeObscured._28_4_ + 0x2c);
  }
  return (longdouble)*(float *)(SurvivorVisionRange._28_4_ + 0x2c);
}

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)