L L4D2node

CBaseEntity::HasTarget

0x005ffb60 · 58 bytes · __thiscall

_ZN11CBaseEntity9HasTargetE8string_t

Decompiled

undefined (2 params)

/* CBaseEntity::HasTarget(string_t) */

bool __thiscall CBaseEntity::HasTarget(CBaseEntity *this,char *param_2)

{
  char *pcVar1;
  int iVar2;
  bool bVar3;
  
  if ((param_2 != (char *)0x0) && (pcVar1 = *(char **)(this + 0xf8), pcVar1 != (char *)0x0)) {
    bVar3 = true;
    if (param_2 != pcVar1) {
      iVar2 = _V_stricmp(param_2,pcVar1);
      bVar3 = iVar2 == 0;
    }
    return bVar3;
  }
  return false;
}

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)