L L4D2node

CBaseCombatCharacter::GetFogObscuredRatio

0x005f1150 · 148 bytes · __thiscall

_ZNK20CBaseCombatCharacter19GetFogObscuredRatioEP11CBaseEntity

Decompiled

undefined (2 params)

/* CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity*) const */

longdouble __thiscall
CBaseCombatCharacter::GetFogObscuredRatio(CBaseCombatCharacter *this,CBaseEntity *param_1)

{
  longdouble lVar1;
  undefined1 local_18 [12];
  
  if (param_1 != (CBaseEntity *)0x0) {
    (**(code **)(*(int *)param_1 + 0x288))(param_1);
    (**(code **)(*(int *)this + 0x234))(local_18,this);
                    /* WARNING: Could not recover jumptable at 0x005f11d9. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    lVar1 = (longdouble)(**(code **)(*(int *)this + 0x414))();
    return lVar1;
  }
  return (longdouble)0;
}

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)