CBaseCombatCharacter::IsLookingTowards
0x003ff000 · 169 bytes · __thiscall
_ZNK20CBaseCombatCharacter16IsLookingTowardsERK6Vectorf
Decompiled
undefined (3 params)
/* CBaseCombatCharacter::IsLookingTowards(Vector const&, float) const */
bool __thiscall
CBaseCombatCharacter::IsLookingTowards(CBaseCombatCharacter *this,Vector *param_1,float param_2)
{
QAngle *pQVar1;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
(**(code **)(*(int *)this + 0x234))((Vector *)&local_28,this);
local_34 = *(float *)param_1 - local_28;
local_30 = *(float *)(param_1 + 4) - local_24;
local_2c = *(float *)(param_1 + 8) - local_20;
VectorNormalize((Vector *)&local_34);
pQVar1 = (QAngle *)(**(code **)(*(int *)this + 0x238))(this);
AngleVectors(pQVar1,(Vector *)&local_28);
return param_2 <= local_30 * local_24 + local_34 * local_28 + local_2c * local_20;
}
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.