L L4D2node

CBaseCombatCharacter::IsAbleToSee

0x003fff60 · 419 bytes · __thiscall

_ZN20CBaseCombatCharacter11IsAbleToSeeEPK11CBaseEntityNS_20FieldOfViewCheckTypeE

Decompiled

undefined (3 params)

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

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

{
  float fVar1;
  char cVar2;
  int iVar3;
  undefined4 uVar4;
  float *pfVar5;
  CNavArea *pCVar6;
  longdouble lVar7;
  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;
  
  iVar3 = (**(code **)(*param_1 + 0x144))(param_1);
  if (iVar3 == 0) {
    (**(code **)(*(int *)this + 0x234))((Vector *)&local_40,this);
    pfVar5 = (float *)(**(code **)(*param_1 + 0x288))(param_1);
    local_34 = *pfVar5;
    local_30 = pfVar5[1];
    local_28 = local_34 - local_40;
    local_2c = pfVar5[2];
    local_24 = local_30 - local_3c;
    local_20 = local_2c - local_38;
    lVar7 = (longdouble)VectorNormalize((Vector *)&local_28);
    fVar1 = (float)lVar7;
    cVar2 = (**(code **)(*(int *)this + 0x408))(this,fVar1);
    if ((cVar2 != '\0') || (uVar4 = ComputeLOS(this,this,1,param_1,0), (char)uVar4 == '\0')) {
      return 0;
    }
    if (*(float *)(NavObscureRange._28_4_ + 0x2c) <= fVar1 &&
        fVar1 != *(float *)(NavObscureRange._28_4_ + 0x2c)) {
      pCVar6 = (CNavArea *)
               CNavMesh::GetNearestNavArea
                         (TheNavMesh,(Vector *)&local_34,false,100.0,false,true,false);
      if (pCVar6 == (CNavArea *)0x0) {
        return 0;
      }
      if (((byte)pCVar6[0x12d] & 0x10) != 0) {
        return 0;
      }
      cVar2 = ComputeTargetIsInDarkness(this,(Vector *)&local_40,pCVar6,(Vector *)&local_34);
      if (cVar2 != '\0') {
        return 0;
      }
    }
    if (param_3 == 0) {
      uVar4 = (**(code **)(*(int *)this + 0x428))(this,&local_34);
    }
  }
  else {
    uVar4 = IsAbleToSee(this,iVar3,param_3);
  }
  return uVar4;
}

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)