L L4D2node

TargetScan<CBaseCombatCharacter>::IsTargetVisible

0x00575890 · 37 bytes · __thiscall

_ZNK10TargetScanI20CBaseCombatCharacterE15IsTargetVisibleEPS0_

Decompiled

undefined (2 params)

/* TargetScan<CBaseCombatCharacter>::IsTargetVisible(CBaseCombatCharacter*) const */

void __thiscall
TargetScan<CBaseCombatCharacter>::IsTargetVisible
          (TargetScan<CBaseCombatCharacter> *this,CBaseCombatCharacter *param_1)

{
  CBaseCombatCharacter::IsAbleToSee(*(CBaseCombatCharacter **)(this + 4),param_1,1);
  return;
}

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)