CGlobalEntityList::FindEntityByNameWithin
0x0067cc70 · 264 bytes · __thiscall
_ZN17CGlobalEntityList22FindEntityByNameWithinEP11CBaseEntityPKcRK6VectorfS1_S1_S1_
Decompiled
undefined (8 params)
/* CGlobalEntityList::FindEntityByNameWithin(CBaseEntity*, char const*, Vector const&, float,
CBaseEntity*, CBaseEntity*, CBaseEntity*) */
void __thiscall
CGlobalEntityList::FindEntityByNameWithin
(CGlobalEntityList *this,CBaseEntity *param_1,char *param_2,Vector *param_3,float param_4,
CBaseEntity *param_5,CBaseEntity *param_6,CBaseEntity *param_7)
{
if (param_4 * param_4 == 0.0) {
FindEntityByName((CGlobalEntityList *)gEntList,param_1,param_2,param_5,param_6,param_7,
(IEntityFindFilter *)0x0);
return;
}
do {
do {
param_1 = (CBaseEntity *)
FindEntityByName((CGlobalEntityList *)gEntList,param_1,param_2,param_5,param_6,
param_7,(IEntityFindFilter *)0x0);
if (param_1 == (CBaseEntity *)0x0) {
return;
}
} while (*(int *)(param_1 + 0x30) == 0);
if (((byte)param_1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(param_1);
}
} while (param_4 * param_4 <=
(*(float *)(param_1 + 0x2e0) - *(float *)param_3) *
(*(float *)(param_1 + 0x2e0) - *(float *)param_3) +
(*(float *)(param_1 + 0x2e4) - *(float *)(param_3 + 4)) *
(*(float *)(param_1 + 0x2e4) - *(float *)(param_3 + 4)) +
(*(float *)(param_1 + 0x2e8) - *(float *)(param_3 + 8)) *
(*(float *)(param_1 + 0x2e8) - *(float *)(param_3 + 8)));
return;
}
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.