L L4D2node

FireSystem_AddHeatInRadius

0x006a08a0 · 571 bytes · __cdecl

_Z26FireSystem_AddHeatInRadiusRK6Vectorff

Decompiled

undefined (3 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* FireSystem_AddHeatInRadius(Vector const&, float, float) */

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

{
  CFire *pCVar1;
  char cVar2;
  int iVar3;
  int iVar4;
  undefined4 local_b4;
  undefined4 local_b0;
  undefined4 local_a8;
  undefined4 local_a4;
  int local_a0;
  CFire *local_9c [35];
  
  local_b4 = 0;
  local_b0 = 0;
  if (___atan2f_finite == 0) {
    local_a0 = 0;
  }
  else {
    (**(code **)(___atan2f_finite + 0x50))
              (___atan2f_finite,&local_b4,0,0,0,0,"/data/src/game/server/fire.cpp",0x1f9,
               &FireSystem_AddHeatInRadius(Vector_const&,float,float)::tm_fmt,"(%s)%s","Unaccounted"
               ,"FireSystem_AddHeatInRadius");
    local_a0 = ___atan2f_finite;
  }
  iVar3 = _DAT_0105db00;
  local_a8 = local_b4;
  local_a4 = local_b0;
                    /* try { // try from 006a0a46 to 006a0a94 has its CatchHandler @ 006a0b1f */
  if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
     (iVar4 = ThreadGetCurrentId(), iVar3 == iVar4)) {
    if ((char *)*_DAT_0105d15c != "FireSystem_AddHeatInRadius") {
      _DAT_0105d15c =
           (int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xc85d68,(char *)0x1,0xbfafa1);
    }
    CVProfNode::EnterScope();
    DAT_0105d158 = '\0';
  }
                    /* try { // try from 006a0997 to 006a09ce has its CatchHandler @ 006a0afb */
  iVar3 = FireSystem_GetFiresInSphere(local_9c,0x20,false,param_1,param_2);
  iVar4 = 0;
  if (0 < iVar3) {
    do {
      while (pCVar1 = local_9c[iVar4], pCVar1[0x478] == (CFire)0x0) {
        iVar4 = iVar4 + 1;
        if (iVar4 == iVar3) goto LAB_006a09d6;
      }
      CFire::AddHeat((float)pCVar1,false);
      iVar4 = iVar4 + 1;
    } while (iVar4 != iVar3);
  }
LAB_006a09d6:
  iVar3 = _DAT_0105db00;
  if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
     (iVar4 = ThreadGetCurrentId(), iVar3 == iVar4)) {
    cVar2 = CVProfNode::ExitScope();
    if (cVar2 != '\0') {
      _DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
    }
    DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
  }
  if (local_a0 != 0) {
    (**(code **)(local_a0 + 0x54))(local_a0,local_a8,local_a4,0,0,0);
  }
  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)