L L4D2node

CGlobalEntityList::FindEntityByOutputTarget

0x0067c8d0 · 247 bytes · __thiscall

_ZN17CGlobalEntityList24FindEntityByOutputTargetEP11CBaseEntity8string_t

Decompiled

undefined (3 params)

/* CGlobalEntityList::FindEntityByOutputTarget(CBaseEntity*, string_t) */

int * __thiscall
CGlobalEntityList::FindEntityByOutputTarget(CGlobalEntityList *this,int *param_1,undefined4 param_3)

{
  int *piVar1;
  int iVar2;
  uint *puVar3;
  int *piVar4;
  int *piVar5;
  int iVar6;
  int iVar7;
  int *local_24;
  
  if (param_1 == (int *)0x0) {
    local_24 = *(int **)(this + 0x10004);
  }
  else {
    puVar3 = (uint *)(**(code **)(*param_1 + 0xc))(param_1);
    local_24 = *(int **)(this + (*puVar3 & 0xfff) * 0x10 + 0x10);
  }
  do {
    if (local_24 == (int *)0x0) {
      return (int *)0x0;
    }
    while (piVar1 = (int *)*local_24, piVar1 != (int *)0x0) {
      for (piVar4 = (int *)(**(code **)(*piVar1 + 0x30))(piVar1); piVar4 != (int *)0x0;
          piVar4 = (int *)piVar4[3]) {
        iVar2 = piVar4[1];
        iVar7 = 0;
        if (0 < iVar2) {
          do {
            piVar5 = (int *)(iVar7 * 0x40 + *piVar4);
            if (((*piVar5 == 0xb) && ((*(byte *)((int)piVar5 + 0xe) & 0x10) != 0)) &&
               (iVar6 = CBaseEntityOutput::GetActionForTarget
                                  ((CBaseEntityOutput *)((int)piVar1 + piVar5[2]),param_3),
               iVar6 != 0)) {
              return piVar1;
            }
            iVar7 = iVar7 + 1;
          } while (iVar7 != iVar2);
        }
      }
      local_24 = (int *)local_24[3];
      if (local_24 == (int *)0x0) {
        return (int *)0x0;
      }
    }
    DevWarning("NULL entity in global entity list!\n");
    local_24 = (int *)local_24[3];
  } while( true );
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)