L L4D2node

CBaseCombatCharacter::GetFogObscuredRatio

0x005f1030 · 122 bytes · __cdecl

_ZNK20CBaseCombatCharacter19GetFogObscuredRatioERK6Vector

Decompiled

undefined (1 param)

/* CBaseCombatCharacter::GetFogObscuredRatio(Vector const&) const */

void CBaseCombatCharacter::GetFogObscuredRatio(Vector *param_1)

{
  undefined1 local_18 [12];
  
  (**(code **)(*(int *)param_1 + 0x234))(local_18,param_1);
                    /* WARNING: Could not recover jumptable at 0x005f10a8. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)param_1 + 0x414))();
  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)