L L4D2node

IVision::IsInFieldOfView

0x0075bb90 · 99 bytes · __thiscall

_ZNK7IVision15IsInFieldOfViewEP11CBaseEntity

Decompiled

undefined (2 params)

/* IVision::IsInFieldOfView(CBaseEntity*) const */

void __thiscall IVision::IsInFieldOfView(IVision *this,CBaseEntity *param_1)

{
  code *pcVar1;
  char cVar2;
  undefined4 uVar3;
  undefined1 local_28 [24];
  
  pcVar1 = *(code **)(*(int *)this + 0xe0);
  uVar3 = (**(code **)(*(int *)param_1 + 0x288))(param_1);
  cVar2 = (*pcVar1)(this,uVar3);
  if (cVar2 == '\0') {
    pcVar1 = *(code **)(*(int *)this + 0xe0);
    (**(code **)(*(int *)param_1 + 0x234))(local_28,param_1);
    (*pcVar1)(this,local_28);
  }
  return;
}

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)