L L4D2node

CBaseCombatCharacter::IsLookingTowards

0x003fef10 · 204 bytes · __thiscall

_ZNK20CBaseCombatCharacter16IsLookingTowardsEPK11CBaseEntityf

Decompiled

undefined (3 params)

/* CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float) const */

undefined4 __thiscall
CBaseCombatCharacter::IsLookingTowards
          (CBaseCombatCharacter *this,CBaseEntity *param_1,float param_2)

{
  code *pcVar1;
  char cVar2;
  undefined4 uVar3;
  undefined1 local_28 [24];
  
  pcVar1 = *(code **)(*(int *)this + 0x420);
  uVar3 = (**(code **)(*(int *)param_1 + 0x288))(param_1);
  cVar2 = (*pcVar1)(this,uVar3,param_2);
  if (cVar2 != '\0') {
    return 1;
  }
  pcVar1 = *(code **)(*(int *)this + 0x420);
  (**(code **)(*(int *)param_1 + 0x234))(local_28,param_1);
                    /* try { // try from 003fef95 to 003fefcd has its CatchHandler @ 003fefed */
  cVar2 = (*pcVar1)(this,local_28,param_2);
  if (cVar2 == '\0') {
    pcVar1 = *(code **)(*(int *)this + 0x420);
    if (((byte)param_1[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(param_1);
    }
    uVar3 = (*pcVar1)(this,param_1 + 0x2e0,param_2);
    return uVar3;
  }
  return 1;
}

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)