L L4D2node

UTIL_SetClientVisibilityPVS

0x00b2e190 · 174 bytes · __cdecl

_Z27UTIL_SetClientVisibilityPVSP7edict_tPKhi

Decompiled

undefined (3 params)

/* UTIL_SetClientVisibilityPVS(edict_t*, unsigned char const*, int) */

void UTIL_SetClientVisibilityPVS(edict_t *param_1,uchar *param_2,int param_3)

{
  edict_t *peVar1;
  int iVar2;
  byte *pbVar3;
  int iVar4;
  char *pcVar5;
  
  peVar1 = (edict_t *)UTIL_GetCurrentCheckClient();
  if (peVar1 == param_1) {
    g_CheckClient[0x4018] = 0;
    iVar4 = param_3 + 3;
    if (-1 < param_3) {
      iVar4 = param_3;
    }
    iVar2 = 0;
    iVar4 = iVar4 >> 2;
    if (0 < iVar4) {
      do {
        *(uint *)(g_CheckClient + iVar2 * 4 + 0x200c) =
             ~*(uint *)(g_CheckClient + iVar2 * 4 + 0xc) & *(uint *)(param_2 + iVar2 * 4);
        if (*(int *)(param_2 + iVar2 * 4) != 0) {
          g_CheckClient[0x4018] = 1;
        }
        iVar2 = iVar2 + 1;
      } while (iVar2 != iVar4);
    }
    if (0 < param_3 % 4) {
      iVar4 = iVar4 * 4;
      pbVar3 = param_2 + iVar4;
      pcVar5 = g_CheckClient + iVar4 + 0xc;
      do {
        pcVar5[0x2000] = *pcVar5 == '\0' & *pbVar3;
        if (*pbVar3 != 0) {
          g_CheckClient[0x4018] = 1;
        }
        pbVar3 = pbVar3 + 1;
        pcVar5 = pcVar5 + 1;
      } while (pbVar3 != param_2 + iVar4 + param_3 % 4);
      return;
    }
  }
  return;
}

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)