L L4D2node

CFireSphere::CFireSphere

0x0069e150 · 87 bytes · __thiscall

_ZN11CFireSphereC1EPP5CFireibRK6Vectorf

Decompiled

undefined (6 params)

/* CFireSphere::CFireSphere(CFire**, int, bool, Vector const&, float) */

void __thiscall
CFireSphere::CFireSphere
          (CFireSphere *this,CFire **param_1,int param_2,bool param_3,Vector *param_4,float param_5)

{
  undefined4 uVar1;
  
  *(undefined ***)this = &PTR_EnumElement_00c861b0;
  *(CFire ***)(this + 0x14) = param_1;
  *(undefined4 *)(this + 0x1c) = 0;
  this[0x20] = (CFireSphere)param_3;
  *(int *)(this + 0x18) = param_2;
  *(undefined4 *)(this + 4) = *(undefined4 *)param_4;
  *(undefined4 *)(this + 8) = *(undefined4 *)(param_4 + 4);
  uVar1 = *(undefined4 *)(param_4 + 8);
  *(float *)(this + 0x10) = param_5 * param_5;
  *(undefined4 *)(this + 0xc) = uVar1;
  return;
}

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)