L L4D2node

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 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)