CC_Find_Ent
0x00600ef0 · 300 bytes · __cdecl
_Z11CC_Find_EntRK8CCommand
Decompiled
undefined (1 param)
/* CC_Find_Ent(CCommand const&) */
void CC_Find_Ent(CCommand *param_1)
{
char *pcVar1;
char *pcVar2;
char *pcVar3;
int iVar4;
undefined1 *puVar5;
undefined1 *puVar6;
CBaseEntity *pCVar7;
int iVar8;
if (*(int *)param_1 < 2) {
Msg();
return;
}
pcVar1 = *(char **)(param_1 + 0x40c);
pCVar7 = (CBaseEntity *)0x0;
Msg("Searching for entities with class/target name containing substring: \'%s\'\n",pcVar1);
iVar8 = 0;
LAB_00600f30:
pCVar7 = (CBaseEntity *)CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar7);
if (pCVar7 == (CBaseEntity *)0x0) {
Msg("Found %d matches.\n",iVar8);
return;
}
pcVar2 = *(char **)(pCVar7 + 0x7c);
if (pcVar2 == (char *)0x0) {
pcVar2 = "";
}
pcVar3 = *(char **)(pCVar7 + 0x154);
if (pcVar3 == (char *)0x0) {
pcVar3 = "";
}
if ((*pcVar2 == '\0') || (iVar4 = V_stristr(pcVar2,pcVar1), iVar4 == 0)) goto LAB_00600f66;
iVar4 = *(int *)(pCVar7 + 0x30);
goto joined_r0x00600ff5;
LAB_00600f66:
if ((*pcVar3 != '\0') && (iVar4 = V_stristr(pcVar3,pcVar1), iVar4 != 0)) {
iVar4 = *(int *)(pCVar7 + 0x30);
joined_r0x00600ff5:
if (iVar4 == 0) {
iVar4 = 0;
}
else {
iVar4 = iVar4 - *(int *)(gpGlobals + 0x58) >> 4;
}
iVar8 = iVar8 + 1;
puVar5 = *(undefined1 **)(pCVar7 + 0x154);
puVar6 = *(undefined1 **)(pCVar7 + 0x7c);
if (puVar5 == (undefined1 *)0x0) {
puVar5 = &DAT_00d539c2;
}
if (puVar6 == (undefined1 *)0x0) {
puVar6 = &DAT_00d539c2;
}
Msg(" \'%s\' : \'%s\' (entindex %d) \n",puVar6,puVar5,iVar4);
}
goto LAB_00600f30;
}
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.