L L4D2node

IVision::IsLookingAt

0x0075bac0 · 203 bytes · __thiscall

_ZNK7IVision11IsLookingAtERK6Vectorf

Decompiled

undefined (3 params)

/* IVision::IsLookingAt(Vector const&, float) const */

bool __thiscall IVision::IsLookingAt(IVision *this,Vector *param_1,float param_2)

{
  int *piVar1;
  float *pfVar2;
  QAngle *pQVar3;
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  piVar1 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
  piVar1 = (int *)(**(code **)(*piVar1 + 0xc4))(piVar1);
  pfVar2 = (float *)(**(code **)(*piVar1 + 0xb8))(piVar1);
  local_24 = *(float *)param_1 - *pfVar2;
  local_20 = *(float *)(param_1 + 4) - pfVar2[1];
  local_1c = *(float *)(param_1 + 8) - pfVar2[2];
  VectorNormalize((Vector *)&local_24);
  piVar1 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
  piVar1 = (int *)(**(code **)(*piVar1 + 0xb4))(piVar1);
  pQVar3 = (QAngle *)(**(code **)(*piVar1 + 0x238))(piVar1);
  AngleVectors(pQVar3,(Vector *)&local_18);
  return param_2 < 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)