L L4D2node

SurvivorVision::IsIgnored

0x00968290 · 416 bytes · __thiscall

_ZNK14SurvivorVision9IsIgnoredEP11CBaseEntity

Decompiled

undefined (2 params)

/* SurvivorVision::IsIgnored(CBaseEntity*) const */

uint __thiscall SurvivorVision::IsIgnored(SurvivorVision *this,CBaseEntity *param_1)

{
  char cVar1;
  uint uVar2;
  int *piVar3;
  CBaseEntity *pCVar4;
  CNavArea *this_00;
  int iVar5;
  longdouble lVar6;
  
  cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
  if (cVar1 != '\0') {
    cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
    pCVar4 = (CBaseEntity *)0x0;
    if (cVar1 != '\0') {
      pCVar4 = param_1;
    }
    uVar2 = (**(code **)(*(int *)pCVar4 + 0x558))(pCVar4);
    if ((char)uVar2 != '\0') {
      return uVar2;
    }
  }
  cVar1 = (**(code **)(*(int *)param_1 + 0xa0))(param_1);
  if (cVar1 != '\0') {
    return 1;
  }
  cVar1 = IsInCommentaryMode();
  if ((((cVar1 != '\0') && (cVar1 = CDirector::IsFinale(TheDirector), cVar1 == '\0')) &&
      (uVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), (char)uVar2 != '\0')) &&
     (iVar5 = CBaseEntity::GetTeamNumber(param_1), iVar5 == 3)) {
    cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
    pCVar4 = (CBaseEntity *)0x0;
    if (cVar1 != '\0') {
      pCVar4 = param_1;
    }
    iVar5 = (**(code **)(*(int *)pCVar4 + 0x544))(pCVar4);
    if (iVar5 - 1U < 6) {
      return uVar2;
    }
  }
  piVar3 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
  cVar1 = (**(code **)(*piVar3 + 0x11c))(piVar3,param_1,0x43c80000);
  if (((cVar1 != '\0') &&
      (pCVar4 = (CBaseEntity *)(**(code **)(*(int *)param_1 + 0x144))(param_1),
      pCVar4 != (CBaseEntity *)0x0)) &&
     (this_00 = (CNavArea *)(**(code **)(*(int *)pCVar4 + 0x52c))(pCVar4),
     this_00 != (CNavArea *)0x0)) {
    if (((byte)this_00[0x12d] & 0x10) != 0) {
      return 1;
    }
    if (((byte)pCVar4[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(pCVar4);
    }
    lVar6 = (longdouble)CNavArea::GetLightIntensity(this_00,(Vector *)(pCVar4 + 0x2e0));
    if ((float)lVar6 < 0.1) {
      return 1;
    }
  }
  uVar2 = (**(code **)(*(int *)param_1 + 300))(param_1);
  return uVar2 ^ 1;
}

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)