CBaseCombatCharacter::IsLineOfSightClear
0x003ff4a0 · 493 bytes · __thiscall
_ZNK20CBaseCombatCharacter18IsLineOfSightClearERK6VectorNS_20LineOfSightCheckTypeEP11CBaseEntity
Decompiled
undefined (4 params)
/* CBaseCombatCharacter::IsLineOfSightClear(Vector const&,
CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity*) const */
bool __thiscall
CBaseCombatCharacter::IsLineOfSightClear
(CBaseCombatCharacter *this,float *param_1,int param_3,IHandleEntity *param_4)
{
undefined1 uVar1;
float local_ec;
float local_e8;
float local_e4;
CTraceFilterSkipTwoEntities local_e0 [20];
float local_cc;
float local_c8;
float local_c4;
float local_bc;
float local_b8;
float local_b4;
undefined4 local_ac;
undefined4 local_a8;
undefined4 local_a4;
undefined4 local_9c;
undefined4 local_98;
undefined4 local_94;
undefined4 local_8c;
undefined1 local_88;
undefined1 local_87;
Vector local_70 [12];
Vector local_64 [32];
float local_44;
if (param_3 != 1) {
CTraceFilterSkipTwoEntities::CTraceFilterSkipTwoEntities
(local_e0,(IHandleEntity *)this,param_4,0);
(**(code **)(*(int *)this + 0x234))(&local_ec,this);
local_88 = 1;
local_8c = 0;
local_bc = *param_1 - local_ec;
local_cc = local_ec;
local_b4 = param_1[2] - local_e4;
local_c4 = local_e4;
local_b8 = param_1[1] - local_e8;
local_c8 = local_e8;
local_94 = 0;
local_98 = 0;
local_9c = 0;
local_87 = local_b4 * local_b4 + local_bc * local_bc + local_b8 * local_b8 != 0.0;
local_a4 = 0;
local_a8 = 0;
local_ac = 0;
(**(code **)(*enginetrace + 0x14))(enginetrace,&local_cc,0x6081,local_e0,local_70);
if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
DebugDrawLine(local_70,local_64,0xff,0,0,true,-1.0);
}
return local_44 == 1.0;
}
uVar1 = IsLineOfSightBetweenTwoEntitiesClear
(this,1,param_4,0,param_4,0,0x2006041,TraceFilterNoCombatCharacters,0x3f800000,0
);
return (bool)uVar1;
}
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.