L L4D2node

UTIL_IsFacingWithinTolerance

0x00b2ee90 · 102 bytes · __cdecl

_Z28UTIL_IsFacingWithinToleranceP11CBaseEntityS0_fPf

Decompiled

undefined (4 params)

/* UTIL_IsFacingWithinTolerance(CBaseEntity*, CBaseEntity*, float, float*) */

undefined4
UTIL_IsFacingWithinTolerance(CBaseEntity *param_1,CBaseEntity *param_2,float param_3,float *param_4)

{
  undefined4 uVar1;
  
  if ((param_1 != (CBaseEntity *)0x0) && (param_2 != (CBaseEntity *)0x0)) {
    if (((byte)param_2[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(param_2);
    }
    uVar1 = UTIL_IsFacingWithinTolerance(param_1,(Vector *)(param_2 + 0x2e0),param_3,param_4);
    return uVar1;
  }
  return 0;
}

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)