L L4D2node

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 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)