L L4D2node

CBaseCombatCharacter::FInAimCone

0x005ef4b0 · 110 bytes · __thiscall

_ZN20CBaseCombatCharacter10FInAimConeEP11CBaseEntity

Decompiled

undefined (2 params)

/* CBaseCombatCharacter::FInAimCone(CBaseEntity*) */

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

{
  code *pcVar1;
  code *pcVar2;
  undefined1 local_34 [12];
  undefined1 local_28 [24];
  
  pcVar1 = *(code **)(*(int *)param_1 + 0x244);
  pcVar2 = *(code **)(*(int *)this + 0x3d4);
  (**(code **)(*(int *)this + 0x234))(local_34,this);
  (*pcVar1)(local_28,param_1,local_34,1);
  (*pcVar2)(this,local_28);
  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)