L L4D2node

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 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)