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 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.