CBaseCombatCharacter::IsLineOfSightClear
0x003ff3b0 · 206 bytes · __thiscall
_ZNK20CBaseCombatCharacter18IsLineOfSightClearEP11CBaseEntityNS_20LineOfSightCheckTypeE
Decompiled
undefined (3 params)
/* CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity*,
CBaseCombatCharacter::LineOfSightCheckType) const */
undefined4 __thiscall
CBaseCombatCharacter::IsLineOfSightClear
(CBaseCombatCharacter *this,CBaseEntity *param_1,undefined4 param_3)
{
code *pcVar1;
char cVar2;
undefined4 uVar3;
undefined1 local_28 [24];
pcVar1 = *(code **)(*(int *)this + 0x430);
uVar3 = (**(code **)(*(int *)param_1 + 0x288))(param_1);
cVar2 = (*pcVar1)(this,uVar3,param_3,param_1);
if (cVar2 != '\0') {
return 1;
}
pcVar1 = *(code **)(*(int *)this + 0x430);
(**(code **)(*(int *)param_1 + 0x234))(local_28,param_1);
/* try { // try from 003ff435 to 003ff46f has its CatchHandler @ 003ff48d */
cVar2 = (*pcVar1)(this,local_28,param_3,param_1);
if (cVar2 == '\0') {
pcVar1 = *(code **)(*(int *)this + 0x430);
if (((byte)param_1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(param_1);
}
uVar3 = (*pcVar1)(this,param_1 + 0x2e0,param_3,param_1);
return uVar3;
}
return 1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.