Originally Posted by
asdcxy
i think the real interact range is calculated between the model sizes of the object and the player (or hitbox) so it's this something like: [this+12] + object radius + player radius
i found another even more useful function:
int __stdcall sub_430A70(int a1)
{
return a1;
}

The real interact range IS this+12 for that gameobject type.
And you're missing the whole point of virtual functions.. The same function for transports:
Code:
int __thiscall CGGameObject_C_Type_Transport::GetSequenceTimeFromRealTime(int this, int a2)
{
return CGGameObject_C_Type_Transport::GetSequenceTimeFromRealTime(
*(_BYTE *)(*(_DWORD *)(*(_DWORD *)(this + 4) + 216) + 44),
a2);
}