L L4D2node

CFire::GetFireDimensions

0x0069f170 · 153 bytes · __thiscall

_ZN5CFire17GetFireDimensionsEP6VectorS1_

Decompiled

undefined (3 params)

/* CFire::GetFireDimensions(Vector*, Vector*) */

undefined4 __thiscall CFire::GetFireDimensions(CFire *this,Vector *param_1,Vector *param_2)

{
  float fVar1;
  float fVar2;
  float fVar3;
  
  if (0.0 < *(float *)(this + 0x460)) {
    fVar2 = *(float *)(this + 0x458);
    fVar3 = *(float *)(this + 0x460) / *(float *)(this + 0x46c);
    *(undefined4 *)(param_1 + 8) = 0;
    fVar2 = fVar2 * fVar3 * 0.5;
    if (fVar2 <= 16.0) {
      fVar2 = 16.0;
    }
    *(float *)param_1 = -fVar2;
    *(float *)(param_1 + 4) = -fVar2;
    fVar1 = *(float *)(this + 0x458);
    *(float *)param_2 = fVar2;
    *(float *)(param_2 + 4) = fVar2;
    *(float *)(param_2 + 8) = fVar3 * fVar1;
    return 1;
  }
  *(undefined4 *)param_1 = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  *(undefined4 *)param_2 = 0;
  *(undefined4 *)(param_2 + 4) = 0;
  *(undefined4 *)(param_2 + 8) = 0;
  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)