L L4D2node

CFuncAreaPortalWindow::IsWindowOpen

0x006b17d0 · 155 bytes · __thiscall

_ZN21CFuncAreaPortalWindow12IsWindowOpenERK10CUtlVectorI6Vector10CUtlMemoryIS1_iEEf

Decompiled

undefined (3 params)

/* CFuncAreaPortalWindow::IsWindowOpen(CUtlVector<Vector, CUtlMemory<Vector, int> > const&, float)
    */

bool __thiscall
CFuncAreaPortalWindow::IsWindowOpen(CFuncAreaPortalWindow *this,CUtlVector *param_1,float param_2)

{
  int iVar1;
  int iVar2;
  longdouble lVar3;
  float fVar4;
  
  iVar1 = 0;
  fVar4 = 3.4028235e+38;
  if (0 < *(int *)(param_1 + 0xc)) {
    do {
      iVar2 = iVar1 + 1;
      lVar3 = (longdouble)
              CCollisionProperty::CalcDistanceFromPoint
                        ((CCollisionProperty *)(this + 0x194),
                         (Vector *)(*(int *)param_1 + iVar1 * 0xc));
      if ((float)lVar3 <= fVar4) {
        fVar4 = (float)lVar3;
      }
      iVar1 = iVar2;
    } while (iVar2 < *(int *)(param_1 + 0xc));
    if (fVar4 != 3.4028235e+38) {
      return fVar4 * param_2 <= *(float *)(this + 0x450) + 10.0;
    }
  }
  return false;
}

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)