L L4D2node

TargetScanNotOccluded<CTerrorPlayer>::IsTargetVisible

0x009e5100 · 430 bytes · __thiscall

_ZNK21TargetScanNotOccludedI13CTerrorPlayerE15IsTargetVisibleEPS0_

Decompiled

undefined (2 params)

/* TargetScanNotOccluded<CTerrorPlayer>::IsTargetVisible(CTerrorPlayer*) const */

bool __thiscall
TargetScanNotOccluded<CTerrorPlayer>::IsTargetVisible
          (TargetScanNotOccluded<CTerrorPlayer> *this,CTerrorPlayer *param_1)

{
  float local_e4;
  float local_e0;
  float local_dc;
  float local_d8;
  float local_d4;
  float local_d0;
  CTraceFilterSimple local_cc [16];
  float local_bc;
  float local_b8;
  float local_b4;
  float local_ac;
  float local_a8;
  float local_a4;
  undefined4 local_9c;
  undefined4 local_98;
  undefined4 local_94;
  undefined4 local_8c;
  undefined4 local_88;
  undefined4 local_84;
  undefined4 local_7c;
  undefined1 local_78;
  undefined1 local_77;
  Vector local_60 [12];
  Vector local_54 [32];
  float local_34;
  
  (**(code **)(**(int **)(this + 4) + 0x234))(&local_e4,*(int **)(this + 4));
  (**(code **)(*(int *)param_1 + 0x234))(&local_d8,param_1);
  local_7c = 0;
  local_78 = 1;
  local_b8 = local_e0;
  local_b4 = local_dc;
  local_a8 = local_d4 - local_e0;
  local_a4 = local_d0 - local_dc;
  local_ac = local_d8 - local_e4;
  local_bc = local_e4;
  local_84 = 0;
  local_88 = 0;
  local_8c = 0;
  local_77 = local_a4 * local_a4 + local_a8 * local_a8 + local_ac * local_ac != 0.0;
  local_94 = 0;
  local_98 = 0;
  local_9c = 0;
  CTraceFilterSimple::CTraceFilterSimple
            (local_cc,*(IHandleEntity **)(this + 4),0,(_func_bool_IHandleEntity_ptr_int *)0x0);
  (**(code **)(*enginetrace + 0x14))(enginetrace,&local_bc,0x1400b,local_cc,local_60);
  if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
    DebugDrawLine(local_60,local_54,0xff,0,0,true,-1.0);
  }
  return 1.0 <= local_34;
}

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)