L L4D2node

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 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)