L L4D2node

CBeam::RandomTargetname

0x00427ba0 · 127 bytes · __thiscall

_ZN5CBeam16RandomTargetnameEPKc

Decompiled

undefined (2 params)

/* CBeam::RandomTargetname(char const*) */

CBaseEntity * __thiscall CBeam::RandomTargetname(CBeam *this,char *param_1)

{
  int iVar1;
  int iVar2;
  CBaseEntity *pCVar3;
  CBaseEntity *pCVar4;
  int iVar5;
  
  pCVar3 = (CBaseEntity *)0x0;
  pCVar4 = (CBaseEntity *)0x0;
  iVar5 = 0;
  while( true ) {
    pCVar3 = (CBaseEntity *)
             CGlobalEntityList::FindEntityByName
                       ((CGlobalEntityList *)gEntList,pCVar3,param_1,(CBaseEntity *)0x0,
                        (CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
    if (pCVar3 == (CBaseEntity *)0x0) break;
    iVar1 = iVar5 + 1;
    iVar2 = (**(code **)(*random_valve + 8))(random_valve,0,iVar5);
    iVar5 = iVar1;
    if (iVar2 < 1) {
      pCVar4 = pCVar3;
    }
  }
  return pCVar4;
}

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)