CBaseCombatCharacter::FInAimCone
0x005efc10 · 178 bytes · __thiscall
_ZN20CBaseCombatCharacter10FInAimConeERK6Vector
Decompiled
undefined (2 params)
/* CBaseCombatCharacter::FInAimCone(Vector const&) */
bool __thiscall CBaseCombatCharacter::FInAimCone(CBaseCombatCharacter *this,Vector *param_1)
{
float local_24;
float local_20;
float local_1c;
float local_18;
float local_14;
float local_10;
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
local_1c = 0.0;
local_24 = *(float *)param_1 - *(float *)(this + 0x2e0);
local_20 = *(float *)(param_1 + 4) - *(float *)(this + 0x2e4);
VectorNormalize((Vector *)&local_24);
(**(code **)(*(int *)this + 1000))(&local_18,this);
return 0.994 < local_14 * local_20 + local_18 * local_24 + local_10 * local_1c;
}
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.