L L4D2node

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 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)