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 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.