CGlobalEntityList::FindEntityByClassname
0x0067c020 · 125 bytes · __thiscall
_ZN17CGlobalEntityList21FindEntityByClassnameEP11CBaseEntityPKc
Decompiled
undefined (3 params)
/* CGlobalEntityList::FindEntityByClassname(CBaseEntity*, char const*) */
CBaseEntity * __thiscall
CGlobalEntityList::FindEntityByClassname(CGlobalEntityList *this,CBaseEntity *param_1,char *param_2)
{
CBaseEntity *this_00;
char cVar1;
uint *puVar2;
undefined4 *puVar3;
if (param_1 == (CBaseEntity *)0x0) {
puVar3 = *(undefined4 **)(this + 0x10004);
}
else {
puVar2 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
puVar3 = *(undefined4 **)(this + (*puVar2 & 0xfff) * 0x10 + 0x10);
}
do {
if (puVar3 == (undefined4 *)0x0) {
return (CBaseEntity *)0x0;
}
this_00 = (CBaseEntity *)*puVar3;
if (this_00 == (CBaseEntity *)0x0) {
DevWarning("NULL entity in global entity list!\n");
}
else {
if (param_2 == *(char **)(this_00 + 0x7c)) {
return this_00;
}
cVar1 = CBaseEntity::ClassMatchesComplex(this_00,param_2);
if (cVar1 != '\0') {
return this_00;
}
}
puVar3 = (undefined4 *)puVar3[3];
} while( true );
}
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.