L L4D2node

CWatcherList::Find

0x00475250 · 157 bytes · __thiscall

_ZN12CWatcherList4FindEP11CBaseEntity

Decompiled

undefined (2 params)

/* CWatcherList::Find(CBaseEntity*) */

uint __thiscall CWatcherList::Find(CWatcherList *this,CBaseEntity *param_1)

{
  uint *puVar1;
  ushort uVar2;
  uint uVar3;
  uint uVar4;
  undefined *puVar5;
  
  uVar2 = *(ushort *)(DAT_00f7e88c + (uint)*(ushort *)this * 10);
  do {
    while( true ) {
      if (uVar2 == 0xffff) {
        return 0xffffffff;
      }
      uVar4 = (uint)uVar2;
      puVar1 = (uint *)(g_WatcherList + uVar4 * 0xc);
      uVar2 = *(ushort *)((int)puVar1 + 10);
      uVar3 = *puVar1;
      if (((uVar3 != 0xffffffff) &&
          (puVar5 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar5 + 8) == uVar3 >> 0xc)) break;
      if (param_1 == (CBaseEntity *)0x0) {
        return uVar4;
      }
    }
  } while (param_1 != *(CBaseEntity **)(puVar5 + 4));
  return uVar4;
}

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)