L L4D2node

FireSystem_ExtinguishInRadius

0x0069f7e0 · 147 bytes · __cdecl

_Z29FireSystem_ExtinguishInRadiusRK6Vectorff

Decompiled

undefined (3 params)

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

void FireSystem_ExtinguishInRadius(Vector *param_1,float param_2,float param_3)

{
  CFire **ppCVar1;
  float fVar2;
  int iVar3;
  int iVar4;
  CFire *local_9c [35];
  
  iVar4 = 0;
  fVar2 = *(float *)(fire_extscale._28_4_ + 0x2c);
  iVar3 = FireSystem_GetFiresInSphere(local_9c,0x20,false,param_1,param_2);
  if (0 < iVar3) {
    do {
      ppCVar1 = local_9c + iVar4;
      iVar4 = iVar4 + 1;
      CFire::Extinguish(*ppCVar1,(1.0 - param_3) * fVar2);
    } while (iVar4 != iVar3);
  }
  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)