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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.