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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.