L L4D2node

IsPointInCone

0x000c59c0 · 152 bytes · __cdecl

_Z13IsPointInConeRK6VectorS1_S1_ff

Decompiled

undefined (5 params)

/* IsPointInCone(Vector const&, Vector const&, Vector const&, float, float) */

bool IsPointInCone(Vector *param_1,Vector *param_2,Vector *param_3,float param_4,float param_5)

{
  longdouble lVar1;
  float fVar2;
  float local_18;
  float local_14;
  float local_10;
  
  local_18 = *(float *)param_1 - *(float *)param_2;
  local_14 = *(float *)(param_1 + 4) - *(float *)(param_2 + 4);
  local_10 = *(float *)(param_1 + 8) - *(float *)(param_2 + 8);
  lVar1 = (longdouble)VectorNormalize((Vector *)&local_18);
  fVar2 = *(float *)(param_3 + 4) * local_14 + *(float *)param_3 * local_18 +
          *(float *)(param_3 + 8) * local_10;
  return param_4 <= fVar2 && (float)lVar1 * fVar2 <= param_5;
}

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)