CGlobalEntityList::FindEntityByTarget
0x0067c830 · 138 bytes · __thiscall
_ZN17CGlobalEntityList18FindEntityByTargetEP11CBaseEntityPKc
Decompiled
undefined (3 params)
/* CGlobalEntityList::FindEntityByTarget(CBaseEntity*, char const*) */
int __thiscall
CGlobalEntityList::FindEntityByTarget(CGlobalEntityList *this,CBaseEntity *param_1,char *param_2)
{
int *piVar1;
int iVar2;
char *pcVar3;
uint *puVar4;
int iVar5;
if (param_1 == (CBaseEntity *)0x0) {
piVar1 = *(int **)(this + 0x10004);
}
else {
puVar4 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
piVar1 = *(int **)(this + (*puVar4 & 0xfff) * 0x10 + 0x10);
}
do {
if (piVar1 == (int *)0x0) {
return 0;
}
iVar2 = *piVar1;
if (iVar2 == 0) {
DevWarning("NULL entity in global entity list!\n");
}
else {
pcVar3 = *(char **)(iVar2 + 0xf8);
if ((pcVar3 != (char *)0x0) &&
((param_2 == pcVar3 || (iVar5 = _V_stricmp(pcVar3,param_2), iVar5 == 0)))) {
return iVar2;
}
}
piVar1 = (int *)piVar1[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.