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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.