GetNextCommandEntity
0x00642d30 · 303 bytes · __cdecl
_Z20GetNextCommandEntityP11CBasePlayerPKcP11CBaseEntity
Decompiled
undefined (3 params)
/* GetNextCommandEntity(CBasePlayer*, char const*, CBaseEntity*) */
CBaseEntity * GetNextCommandEntity(CBasePlayer *param_1,char *param_2,CBaseEntity *param_3)
{
byte *pbVar1;
char cVar2;
int iVar3;
uint uVar4;
CBaseEntity *pCVar5;
byte *pbVar6;
if (param_1 == (CBasePlayer *)0x0) {
return (CBaseEntity *)0x0;
}
if ((param_2 == "") || (iVar3 = _V_stricmp(param_2,""), iVar3 == 0)) {
if (param_3 != (CBaseEntity *)0x0) {
return (CBaseEntity *)0x0;
}
pCVar5 = (CBaseEntity *)FindPickerEntity(param_1);
return pCVar5;
}
uVar4 = strtol(param_2,(char **)0x0,10);
if (uVar4 == 0) {
do {
param_3 = (CBaseEntity *)CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,param_3);
if (param_3 == (CBaseEntity *)0x0) {
return (CBaseEntity *)0x0;
}
} while (((*(char **)(param_3 + 0x154) == (char *)0x0) ||
((param_2 != *(char **)(param_3 + 0x154) &&
(cVar2 = CBaseEntity::NameMatchesComplex(param_3,param_2), cVar2 == '\0')))) &&
((*(char **)(param_3 + 0x7c) == (char *)0x0 ||
((param_2 != *(char **)(param_3 + 0x7c) &&
(cVar2 = CBaseEntity::ClassMatchesComplex(param_3,param_2), cVar2 == '\0'))))));
return param_3;
}
if (param_3 != (CBaseEntity *)0x0) {
return (CBaseEntity *)0x0;
}
if (uVar4 < 0x800) {
pbVar1 = *(byte **)(gpGlobals + 0x58);
if (pbVar1 == (byte *)0x0) {
return (CBaseEntity *)0x0;
}
pbVar6 = pbVar1 + uVar4 * 0x10;
if ((*pbVar6 & 2) == 0) goto LAB_00642e3a;
}
else {
pbVar1 = *(byte **)(gpGlobals + 0x58);
if (*(byte **)(gpGlobals + 0x58) == (byte *)0x0) {
return (CBaseEntity *)0x0;
}
}
pbVar6 = pbVar1;
if ((*pbVar6 & 2) != 0) {
return (CBaseEntity *)0x0;
}
LAB_00642e3a:
if (*(int **)(pbVar6 + 0xc) == (int *)0x0) {
return (CBaseEntity *)0x0;
}
/* WARNING: Could not recover jumptable at 0x00642e54. Too many branches */
/* WARNING: Treating indirect jump as call */
pCVar5 = (CBaseEntity *)(**(code **)(**(int **)(pbVar6 + 0xc) + 0x18))();
return pCVar5;
}
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.