L L4D2node

CGlobalEntityList::FindEntityByClassnameNearest2D

0x0067cf50 · 186 bytes · __thiscall

_ZN17CGlobalEntityList30FindEntityByClassnameNearest2DEPKcRK6Vectorf

Decompiled

undefined (4 params)

/* CGlobalEntityList::FindEntityByClassnameNearest2D(char const*, Vector const&, float) */

CBaseEntity * __thiscall
CGlobalEntityList::FindEntityByClassnameNearest2D
          (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 + 0x2e0) - *(float *)param_2) *
              (*(float *)(this_00 + 0x2e0) - *(float *)param_2) +
              (*(float *)(this_00 + 0x2e4) - *(float *)(param_2 + 4)) *
              (*(float *)(this_00 + 0x2e4) - *(float *)(param_2 + 4));
      if (fVar2 < param_3) {
        pCVar1 = this_00;
        param_3 = fVar2;
      }
    }
  }
  return pCVar1;
}

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)