L L4D2node

FireSystem_IsValidFirePosition

0x0069e450 · 58 bytes · __cdecl

_Z30FireSystem_IsValidFirePositionRK6Vectorf

Decompiled

undefined (2 params)

/* FireSystem_IsValidFirePosition(Vector const&, float) */

bool FireSystem_IsValidFirePosition(Vector *param_1,float param_2)

{
  int iVar1;
  CFire *local_10 [3];
  
  iVar1 = FireSystem_GetFiresInSphere(local_10,1,true,param_1,param_2);
  return iVar1 < 1;
}

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)