L L4D2node

TerrorNavArea::GetPotentiallyVisibleSetSize

0x00976b40 · 124 bytes · __thiscall

_ZNK13TerrorNavArea28GetPotentiallyVisibleSetSizeEb

Decompiled

undefined (2 params)

/* TerrorNavArea::GetPotentiallyVisibleSetSize(bool) const */

int __thiscall TerrorNavArea::GetPotentiallyVisibleSetSize(TerrorNavArea *this,bool param_1)

{
  ushort *puVar1;
  int iVar2;
  int iVar3;
  ushort *puVar4;
  
  if (*(int *)(this + 0x13c) < 1) {
    iVar3 = 0;
  }
  else {
    puVar4 = *(ushort **)(this + 0x134);
    puVar1 = puVar4 + *(int *)(this + 0x13c);
    iVar3 = 0;
    do {
      iVar3 = (iVar3 + 1) - (uint)((*puVar4 & 3) == 0);
      puVar4 = puVar4 + 1;
    } while (puVar4 != puVar1);
  }
  if (((param_1) && (iVar2 = *(int *)(this + 0x130), iVar2 != 0)) && (0 < *(int *)(iVar2 + 0x13c)))
  {
    puVar4 = *(ushort **)(iVar2 + 0x134);
    puVar1 = puVar4 + *(int *)(iVar2 + 0x13c);
    do {
      iVar3 = (iVar3 + 1) - (uint)((*puVar4 & 3) == 0);
      puVar4 = puVar4 + 1;
    } while (puVar4 != puVar1);
  }
  return iVar3;
}

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)