UTIL_FindClientInPVS
0x00b2e260 · 102 bytes · __cdecl
_Z20UTIL_FindClientInPVSRK6VectorS1_
Decompiled
undefined (2 params)
/* UTIL_FindClientInPVS(Vector const&, Vector const&) */
undefined4 UTIL_FindClientInPVS(Vector *param_1,Vector *param_2)
{
char cVar1;
int iVar2;
undefined4 uVar3;
iVar2 = UTIL_GetCurrentCheckClient();
if (iVar2 != 0) {
cVar1 = (**(code **)(*engine + 0x3c))(engine,param_1,param_2,0x103534c,0x2000);
if ((cVar1 != '\0') && (*(int **)(iVar2 + 0xc) != (int *)0x0)) {
/* WARNING: Could not recover jumptable at 0x00b2e2ba. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar3 = (**(code **)(**(int **)(iVar2 + 0xc) + 0x18))();
return uVar3;
}
}
return 0;
}
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.