L L4D2node

CBaseProp::CalculateBlockLOS

0x007e9c10 · 182 bytes · __thiscall

_ZN9CBaseProp17CalculateBlockLOSEv

Decompiled

undefined (1 param)

/* CBaseProp::CalculateBlockLOS() */

void __thiscall CBaseProp::CalculateBlockLOS(CBaseProp *this)

{
  float *pfVar1;
  float *pfVar2;
  float fVar3;
  
  pfVar1 = (float *)(**(code **)(*(int *)(this + 0x194) + 4))(this + 0x194);
  pfVar2 = (float *)(**(code **)(*(int *)(this + 0x194) + 8))(this + 0x194);
  fVar3 = pfVar2[2] - pfVar1[2];
  if (30.0 < *pfVar2 - *pfVar1) {
    if (30.0 < pfVar2[1] - pfVar1[1]) {
      if (40.0 < fVar3) {
        if (30.0 < fVar3) {
          return;
        }
      }
      else if ((30.0 < fVar3) && (40.0 < pfVar2[1] - pfVar1[1] || 40.0 < *pfVar2 - *pfVar1)) {
        return;
      }
    }
  }
  CBaseEntity::SetBlocksLOS((CBaseEntity *)this,false);
  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)