CGlobalEntityList::FindEntityByName
0x0067c5a0 · 240 bytes · __thiscall
_ZN17CGlobalEntityList16FindEntityByNameEP11CBaseEntityPKcS1_S1_S1_P17IEntityFindFilter
Decompiled
undefined (7 params)
/* CGlobalEntityList::FindEntityByName(CBaseEntity*, char const*, CBaseEntity*, CBaseEntity*,
CBaseEntity*, IEntityFindFilter*) */
CBaseEntity * __thiscall
CGlobalEntityList::FindEntityByName
(CGlobalEntityList *this,CBaseEntity *param_1,char *param_2,CBaseEntity *param_3,
CBaseEntity *param_4,CBaseEntity *param_5,IEntityFindFilter *param_6)
{
char cVar1;
uint *puVar2;
CBaseEntity *pCVar3;
undefined4 *puVar4;
if ((param_2 != (char *)0x0) && (*param_2 != 0)) {
if ((*param_2 & 0xfdU) == 0x21) {
if (param_1 != (CBaseEntity *)0x0) {
return (CBaseEntity *)0x0;
}
pCVar3 = (CBaseEntity *)FindEntityProcedural(this,param_2,param_3,param_4,param_5);
return pCVar3;
}
if (param_1 == (CBaseEntity *)0x0) {
puVar4 = *(undefined4 **)(this + 0x10004);
}
else {
puVar2 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
puVar4 = *(undefined4 **)(this + (*puVar2 & 0xfff) * 0x10 + 0x10);
}
for (; puVar4 != (undefined4 *)0x0; puVar4 = (undefined4 *)puVar4[3]) {
pCVar3 = (CBaseEntity *)*puVar4;
if (pCVar3 == (CBaseEntity *)0x0) {
DevWarning("NULL entity in global entity list!\n");
}
else if ((*(char **)(pCVar3 + 0x154) != (char *)0x0) &&
((param_2 == *(char **)(pCVar3 + 0x154) ||
(cVar1 = CBaseEntity::NameMatchesComplex(pCVar3,param_2), cVar1 != '\0')))) {
if (param_6 == (IEntityFindFilter *)0x0) {
return pCVar3;
}
cVar1 = (*(code *)**(undefined4 **)param_6)(param_6,pCVar3);
if (cVar1 != '\0') {
return pCVar3;
}
}
}
}
return (CBaseEntity *)0x0;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.