L L4D2node

CBaseCombatCharacter::IsAbleToSee

0x003ffd40 · 523 bytes · __thiscall

_ZN20CBaseCombatCharacter11IsAbleToSeeEPS_NS_20FieldOfViewCheckTypeE

Decompiled

undefined (3 params)

/* CBaseCombatCharacter::IsAbleToSee(CBaseCombatCharacter*,
   CBaseCombatCharacter::FieldOfViewCheckType) */

undefined4 __thiscall
CBaseCombatCharacter::IsAbleToSee
          (CBaseCombatCharacter *this,CBaseCombatCharacter *param_1,int param_3)

{
  float *pfVar1;
  float fVar2;
  float fVar5;
  char cVar6;
  byte bVar7;
  byte bVar8;
  undefined4 uVar9;
  int iVar10;
  int iVar11;
  CNavArea *pCVar12;
  longdouble lVar13;
  float local_40;
  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 fVar3;
  float fVar4;
  
  ComputeSeeTestPosition((Vector *)&local_40,this);
  ComputeSeeTestPosition((Vector *)&local_34,param_1);
  local_28 = local_34 - local_40;
  local_24 = local_30 - local_3c;
  local_20 = local_2c - local_38;
  lVar13 = (longdouble)VectorNormalize((Vector *)&local_28);
  fVar5 = (float)lVar13;
  uVar9 = (**(code **)(*(int *)this + 0x408))(this,fVar5);
  if ((char)uVar9 == '\0') {
    pfVar1 = (float *)(NavObscureRange._28_4_ + 0x2c);
    fVar2 = *pfVar1;
    fVar3 = *pfVar1;
    fVar4 = *pfVar1;
    if ((fVar5 < fVar4 || fVar5 == fVar3) ||
       ((iVar10 = (**(code **)(*(int *)param_1 + 0x52c))(param_1), iVar10 != 0 &&
        ((*(byte *)(iVar10 + 0x12d) & 0x10) == 0)))) {
      iVar10 = CCombatCharVisCache::LookupVisibility
                         ((CCombatCharVisCache *)s_CombatCharVisCache,this,param_1);
      iVar11 = CCombatCharVisCache::HasVisibility
                         ((CCombatCharVisCache *)s_CombatCharVisCache,iVar10);
      if (iVar11 == 0) {
        cVar6 = ComputeLOS(this,this,2,param_1,2);
        if (cVar6 == '\0') {
          CCombatCharVisCache::RegisterVisibility
                    ((CCombatCharVisCache *)s_CombatCharVisCache,iVar10,false,false);
          return uVar9;
        }
        if ((NAN(fVar5) || NAN(fVar2)) || (fVar5 < fVar4 || fVar5 == fVar3)) {
          CCombatCharVisCache::RegisterVisibility
                    ((CCombatCharVisCache *)s_CombatCharVisCache,iVar10,true,true);
        }
        else {
          pCVar12 = (CNavArea *)(**(code **)(*(int *)param_1 + 0x52c))(param_1);
          bVar7 = ComputeTargetIsInDarkness(this,(Vector *)&local_40,pCVar12,(Vector *)&local_34);
          pCVar12 = (CNavArea *)(**(code **)(*(int *)this + 0x52c))(this);
          bVar8 = ComputeTargetIsInDarkness(this,(Vector *)&local_34,pCVar12,(Vector *)&local_40);
          CCombatCharVisCache::RegisterVisibility
                    ((CCombatCharVisCache *)s_CombatCharVisCache,iVar10,(bool)(bVar7 ^ 1),
                     (bool)(bVar8 ^ 1));
          if ((bool)(bVar7 ^ 1) == false) {
            return uVar9;
          }
        }
      }
      else if (iVar11 != 1) {
        return 0;
      }
      if (param_3 == 0) {
        uVar9 = (**(code **)(*(int *)this + 0x424))(this,param_1);
        return uVar9;
      }
      return 1;
    }
  }
  return 0;
}

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)