L L4D2node

CC_Find_Ent_Index

0x00601030 · 151 bytes · __cdecl

_Z17CC_Find_Ent_IndexRK8CCommand

Decompiled

undefined (1 param)

/* CC_Find_Ent_Index(CCommand const&) */

void CC_Find_Ent_Index(CCommand *param_1)

{
  long lVar1;
  int iVar2;
  undefined1 *puVar3;
  undefined1 *puVar4;
  
  if (1 < *(int *)param_1) {
    lVar1 = strtol(*(char **)(param_1 + 0x40c),(char **)0x0,10);
    iVar2 = UTIL_EntityByIndex(lVar1);
    if (iVar2 == 0) {
      Msg("Found no entity at %d.\n",lVar1);
    }
    else {
      puVar4 = *(undefined1 **)(iVar2 + 0x154);
      if (puVar4 == (undefined1 *)0x0) {
        puVar4 = &DAT_00d539c2;
      }
      puVar3 = &DAT_00d539c2;
      if (*(undefined1 **)(iVar2 + 0x7c) != (undefined1 *)0x0) {
        puVar3 = *(undefined1 **)(iVar2 + 0x7c);
      }
      Msg("   \'%s\' : \'%s\' (entindex %d) \n",puVar3,puVar4,lVar1);
    }
    return;
  }
  Msg();
  return;
}

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)