L L4D2node

CBaseCombatCharacter::FInViewCone

0x005ef470 · 49 bytes · __thiscall

_ZN20CBaseCombatCharacter11FInViewConeEP11CBaseEntity

Decompiled

undefined (2 params)

/* CBaseCombatCharacter::FInViewCone(CBaseEntity*) */

void __thiscall CBaseCombatCharacter::FInViewCone(CBaseCombatCharacter *this,CBaseEntity *param_1)

{
  code *UNRECOVERED_JUMPTABLE;
  
  UNRECOVERED_JUMPTABLE = *(code **)(*(int *)this + 0x3cc);
  (**(code **)(*(int *)param_1 + 0x288))(param_1);
                    /* WARNING: Could not recover jumptable at 0x005ef49f. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (*UNRECOVERED_JUMPTABLE)();
  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)