L L4D2node

IVision::IsInFieldOfView

0x0075b460 · 249 bytes · __thiscall

_ZNK7IVision15IsInFieldOfViewERK6Vector

Decompiled

undefined (2 params)

/* IVision::IsInFieldOfView(Vector const&) const */

bool __thiscall IVision::IsInFieldOfView(IVision *this,Vector *param_1)

{
  float fVar1;
  int *piVar2;
  bool bVar3;
  float *pfVar4;
  float *pfVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  
  piVar2 = *(int **)(this + 0x14);
  if (piVar2 == (int *)0x0) {
    return true;
  }
  fVar1 = *(float *)(this + 0x28);
  pfVar4 = (float *)(**(code **)(*piVar2 + 0xbc))(piVar2);
  pfVar5 = (float *)(**(code **)(**(int **)(this + 0x14) + 0xb8))(*(int **)(this + 0x14));
  fVar8 = *(float *)param_1 - *pfVar5;
  fVar9 = *(float *)(param_1 + 4) - pfVar5[1];
  fVar7 = *(float *)(param_1 + 8) - pfVar5[2];
  fVar6 = pfVar4[1] * fVar9 + *pfVar4 * fVar8 + pfVar4[2] * fVar7;
  if (fVar1 <= 0.0) {
    if (0.0 < fVar6) {
      return true;
    }
    bVar3 = fVar6 * fVar6 <= fVar1 * fVar1 * (fVar9 * fVar9 + fVar8 * fVar8 + fVar7 * fVar7);
  }
  else {
    bVar3 = false;
    if (0.0 <= fVar6) {
      bVar3 = fVar1 * fVar1 * (fVar9 * fVar9 + fVar8 * fVar8 + fVar7 * fVar7) <= fVar6 * fVar6;
    }
  }
  return bVar3;
}

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)