FireSystem_GetFiresInSphere
0x0069e1e0 · 144 bytes · __cdecl
_Z27FireSystem_GetFiresInSpherePP5CFireibRK6Vectorf
Decompiled
undefined (5 params)
/* FireSystem_GetFiresInSphere(CFire**, int, bool, Vector const&, float) */
undefined4
FireSystem_GetFiresInSphere(CFire **param_1,int param_2,bool param_3,Vector *param_4,float param_5)
{
undefined **local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
float local_20;
CFire **local_1c;
int local_18;
undefined4 local_14;
undefined1 local_10;
local_30 = &PTR_EnumElement_00c861b0;
local_14 = 0;
local_2c = *(undefined4 *)param_4;
local_1c = param_1;
local_28 = *(undefined4 *)(param_4 + 4);
local_24 = *(undefined4 *)(param_4 + 8);
local_18 = param_2;
local_20 = param_5 * param_5;
local_10 = param_3;
(**(code **)(*partition + 0x3c))(partition,0x10,param_4,param_5,0,&local_30);
return local_14;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.