L L4D2node

CGlobalEntityList::FindEntityByClassnameWithin

0x0067d010 · 435 bytes · __thiscall

_ZN17CGlobalEntityList27FindEntityByClassnameWithinEP11CBaseEntityPKcRK6Vectorf

Decompiled

undefined (5 params)

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

CBaseEntity * __thiscall
CGlobalEntityList::FindEntityByClassnameWithin
          (CGlobalEntityList *this,CBaseEntity *param_1,char *param_2,Vector *param_3,float param_4)

{
  char cVar1;
  float *pfVar2;
  matrix3x4_t *pmVar3;
  Vector *pVVar4;
  Vector *pVVar5;
  CBaseEntity *pCVar6;
  float local_28;
  float local_24;
  float local_20;
  
  if (param_4 * param_4 == 0.0) {
    pCVar6 = (CBaseEntity *)FindEntityByClassname((CGlobalEntityList *)gEntList,param_1,param_2);
    return pCVar6;
  }
  do {
    do {
      param_1 = (CBaseEntity *)FindEntityByClassname((CGlobalEntityList *)gEntList,param_1,param_2);
      if (param_1 == (CBaseEntity *)0x0) {
        return (CBaseEntity *)0x0;
      }
    } while ((*(int *)(param_1 + 0x30) == 0) && (((byte)param_1[0x14d] & 2) == 0));
    pCVar6 = param_1 + 0x194;
    if (((((byte)param_1[0x1b4] & 0x40) == 0) && (((byte)param_1[0x1b6] & 0xfd) != 0)) &&
       (((pfVar2 = (float *)(**(code **)(*(int *)(param_1 + 0x194) + 0x24))(pCVar6),
         vec3_angle != *pfVar2 || (DAT_01053d40 != pfVar2[1])) || (DAT_01053d44 != pfVar2[2])))) {
      pmVar3 = (matrix3x4_t *)(**(code **)(*(int *)(param_1 + 0x194) + 0x28))(pCVar6);
      VectorITransform((float *)param_3,pmVar3,&local_28);
    }
    else {
      pfVar2 = (float *)(**(code **)(*(int *)(param_1 + 0x194) + 0x20))(pCVar6);
      local_28 = *(float *)param_3 - *pfVar2;
      local_24 = *(float *)(param_3 + 4) - pfVar2[1];
      local_20 = *(float *)(param_3 + 8) - pfVar2[2];
    }
    pVVar4 = (Vector *)(**(code **)(*(int *)(param_1 + 0x194) + 8))(pCVar6);
    pVVar5 = (Vector *)(**(code **)(*(int *)(param_1 + 0x194) + 4))(pCVar6);
    cVar1 = IsBoxIntersectingSphere(pVVar5,pVVar4,(Vector *)&local_28,param_4);
  } while (cVar1 == '\0');
  return param_1;
}

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)