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 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.