L L4D2node

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 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)