L L4D2node

CBaseCombatCharacter::IsInFieldOfView

0x003ff0b0 · 576 bytes · __thiscall

_ZNK20CBaseCombatCharacter15IsInFieldOfViewEP11CBaseEntity

Decompiled

undefined (2 params)

/* CBaseCombatCharacter::IsInFieldOfView(CBaseEntity*) const */

bool __thiscall
CBaseCombatCharacter::IsInFieldOfView(CBaseCombatCharacter *this,CBaseEntity *param_1)

{
  char cVar1;
  QAngle *pQVar2;
  int iVar3;
  float *pfVar4;
  double dVar5;
  float local_44;
  float local_3c;
  float local_38;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  if (this != (CBaseCombatCharacter *)0x0) {
    cVar1 = (**(code **)(*(int *)this + 0x16c))(this);
    if (cVar1 != '\0') {
      iVar3 = CBasePlayer::GetFOV((CBasePlayer *)this);
      dVar5 = cos((double)((float)iVar3 * 0.5));
      local_44 = (float)dVar5;
      goto LAB_003ff0e2;
    }
  }
  local_44 = 0.9;
LAB_003ff0e2:
  (**(code **)(*(int *)this + 0x234))(&local_30);
  pQVar2 = (QAngle *)(**(code **)(*(int *)this + 0x238))(this);
  AngleVectors(pQVar2,(Vector *)&local_3c);
  if (((byte)param_1[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(param_1);
  }
  local_24 = *(float *)(param_1 + 0x2e0) - local_30;
  local_20 = *(float *)(param_1 + 0x2e4) - local_2c;
  local_1c = *(float *)(param_1 + 0x2e8) - local_28;
  VectorNormalize((Vector *)&local_24);
  if (local_20 * local_38 + local_24 * local_3c + local_1c * local_34 < local_44) {
    pfVar4 = (float *)(**(code **)(*(int *)param_1 + 0x288))(param_1);
    local_20 = pfVar4[1] - local_2c;
    local_1c = pfVar4[2] - local_28;
    local_24 = *pfVar4 - local_30;
    VectorNormalize((Vector *)&local_24);
    if (local_20 * local_38 + local_24 * local_3c + local_1c * local_34 < local_44) {
      (**(code **)(*(int *)param_1 + 0x234))(&local_18,param_1);
      local_20 = local_14 - local_2c;
      local_1c = local_10 - local_28;
      local_24 = local_18 - local_30;
      VectorNormalize((Vector *)&local_24);
      return local_44 <= local_20 * local_38 + local_24 * local_3c + local_1c * local_34;
    }
  }
  return true;
}

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)