L L4D2node

CBaseEntity::GetNextTarget

0x006058d0 · 81 bytes · __thiscall

_ZN11CBaseEntity13GetNextTargetEv

Decompiled

undefined (1 param)

/* CBaseEntity::GetNextTarget() */

undefined4 __thiscall CBaseEntity::GetNextTarget(CBaseEntity *this)

{
  undefined4 uVar1;
  
  if (*(char **)(this + 0xf8) != (char *)0x0) {
    uVar1 = CGlobalEntityList::FindEntityByName
                      ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,*(char **)(this + 0xf8),
                       (CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
                       (IEntityFindFilter *)0x0);
    return uVar1;
  }
  return 0;
}

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)