CGlobalEntityList::FindEntityByClassnameNearest
0x0067cd90 · 207 bytes · __thiscall
_ZN17CGlobalEntityList28FindEntityByClassnameNearestEPKcRK6Vectorf
Decompiled
undefined (4 params)
/* CGlobalEntityList::FindEntityByClassnameNearest(char const*, Vector const&, float) */
CBaseEntity * __thiscall
CGlobalEntityList::FindEntityByClassnameNearest
(CGlobalEntityList *this,char *param_1,Vector *param_2,float param_3)
{
CBaseEntity *this_00;
CBaseEntity *pCVar1;
float fVar2;
param_3 = param_3 * param_3;
if (param_3 == 0.0) {
param_3 = 3.2212255e+09;
}
this_00 = (CBaseEntity *)0x0;
pCVar1 = (CBaseEntity *)0x0;
while( true ) {
this_00 = (CBaseEntity *)FindEntityByClassname((CGlobalEntityList *)gEntList,this_00,param_1);
if (this_00 == (CBaseEntity *)0x0) break;
if (*(int *)(this_00 + 0x30) != 0) {
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
fVar2 = (*(float *)(this_00 + 0x2e4) - *(float *)(param_2 + 4)) *
(*(float *)(this_00 + 0x2e4) - *(float *)(param_2 + 4)) +
(*(float *)(this_00 + 0x2e8) - *(float *)(param_2 + 8)) *
(*(float *)(this_00 + 0x2e8) - *(float *)(param_2 + 8)) +
(*(float *)(this_00 + 0x2e0) - *(float *)param_2) *
(*(float *)(this_00 + 0x2e0) - *(float *)param_2);
if (fVar2 < param_3) {
pCVar1 = this_00;
param_3 = fVar2;
}
}
}
return pCVar1;
}
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.