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 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.