TerrorNavArea::IsCompletelyVisibleToTeam
0x00976170 · 141 bytes · __thiscall
_ZNK13TerrorNavArea25IsCompletelyVisibleToTeamEi
Decompiled
undefined (2 params)
/* TerrorNavArea::IsCompletelyVisibleToTeam(int) const */
undefined4 __thiscall TerrorNavArea::IsCompletelyVisibleToTeam(TerrorNavArea *this,int param_1)
{
char cVar1;
int *piVar2;
int iVar3;
int *piVar4;
TerrorNavArea *this_00;
undefined4 uVar5;
int iVar6;
iVar6 = 0;
piVar2 = (int *)GetGlobalTeam(param_1);
do {
iVar3 = (**(code **)(*piVar2 + 0x354))(piVar2);
if (iVar3 <= iVar6) {
return 0;
}
piVar4 = (int *)(**(code **)(*piVar2 + 0x358))(piVar2,iVar6);
cVar1 = (**(code **)(*piVar4 + 300))(piVar4);
if (cVar1 != '\0') {
piVar4 = (int *)(**(code **)(*piVar2 + 0x358))(piVar2,iVar6);
this_00 = (TerrorNavArea *)(**(code **)(*piVar4 + 0x52c))(piVar4);
if (this_00 != (TerrorNavArea *)0x0) {
uVar5 = IsCompletelyVisible(this_00,this);
if ((char)uVar5 != '\0') {
return uVar5;
}
}
}
iVar6 = iVar6 + 1;
} while( true );
}
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.