L L4D2node

CFireSphere::EnumElement

0x0069da20 · 251 bytes · __thiscall

_ZN11CFireSphere11EnumElementEP13IHandleEntity

Decompiled

undefined (2 params)

/* CFireSphere::EnumElement(IHandleEntity*) */

undefined4 __thiscall CFireSphere::EnumElement(CFireSphere *this,IHandleEntity *param_1)

{
  uint uVar1;
  int *piVar2;
  char cVar3;
  uint *puVar4;
  CBaseEntity *this_00;
  int iVar5;
  
  puVar4 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
  uVar1 = *puVar4;
  if (((((uVar1 != 0xffffffff) &&
        (iVar5 = (uVar1 & 0xfff) * 0x10, *(uint *)(gEntList + iVar5 + 8) == uVar1 >> 0xc)) &&
       (piVar2 = *(int **)(gEntList + iVar5 + 4), piVar2 != (int *)0x0)) &&
      ((this_00 = (CBaseEntity *)(**(code **)(*piVar2 + 0x18))(piVar2),
       this_00 != (CBaseEntity *)0x0 &&
       ((*(char **)(this_00 + 0x7c) == "env_fire" ||
        (cVar3 = CBaseEntity::ClassMatchesComplex(this_00,"env_fire"), cVar3 != '\0')))))) &&
     ((this[0x20] == (CFireSphere)0x0 || (0.0 < *(float *)(this_00 + 0x460))))) {
    if (((byte)this_00[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this_00);
    }
    if ((*(float *)(this + 0xc) - *(float *)(this_00 + 0x2e8)) *
        (*(float *)(this + 0xc) - *(float *)(this_00 + 0x2e8)) +
        (*(float *)(this + 4) - *(float *)(this_00 + 0x2e0)) *
        (*(float *)(this + 4) - *(float *)(this_00 + 0x2e0)) +
        (*(float *)(this + 8) - *(float *)(this_00 + 0x2e4)) *
        (*(float *)(this + 8) - *(float *)(this_00 + 0x2e4)) < *(float *)(this + 0x10)) {
      if (*(int *)(this + 0x18) <= *(int *)(this + 0x1c)) {
        return 1;
      }
      *(CBaseEntity **)(*(int *)(this + 0x14) + *(int *)(this + 0x1c) * 4) = this_00;
      *(int *)(this + 0x1c) = *(int *)(this + 0x1c) + 1;
    }
  }
  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)