CGlobalEntityList::FindEntityByClassnameWithin
0x0067d1e0 · 159 bytes · __thiscall
_ZN17CGlobalEntityList27FindEntityByClassnameWithinEP11CBaseEntityPKcRK6VectorS6_
Decompiled
undefined (5 params)
/* CGlobalEntityList::FindEntityByClassnameWithin(CBaseEntity*, char const*, Vector const&, Vector
const&) */
CBaseEntity * __thiscall
CGlobalEntityList::FindEntityByClassnameWithin
(CGlobalEntityList *this,CBaseEntity *param_1,char *param_2,Vector *param_3,
Vector *param_4)
{
char cVar1;
Vector local_34 [12];
Vector local_28 [24];
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));
CCollisionProperty::CollisionAABBToWorldAABB
((CCollisionProperty *)(param_1 + 0x194),(Vector *)(param_1 + 0x19c),
(Vector *)(param_1 + 0x1a8),local_34,local_28);
cVar1 = IsBoxIntersectingBox(param_3,param_4,local_34,local_28);
} 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.