Infected::CheckSurvivorVisibility
0x00a10400 · 117 bytes · __thiscall
_ZN8Infected23CheckSurvivorVisibilityEv
Decompiled
undefined (1 param)
/* Infected::CheckSurvivorVisibility() */
void __thiscall Infected::CheckSurvivorVisibility(Infected *this)
{
int iVar1;
longdouble lVar2;
iVar1 = (**(code **)(*(int *)this + 0x52c))(this);
if ((iVar1 != 0) && (*(char *)(iVar1 + 0x7d) != '\0')) {
lVar2 = (longdouble)IntervalTimer::Now();
if ((float)lVar2 != *(float *)(this + 0x1cb0)) {
(**(code **)(*(int *)(this + 0x1cac) + 4))(this + 0x1cac,this + 0x1cb0);
*(float *)(this + 0x1cb0) = (float)lVar2;
return;
}
}
return;
}
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.