CGlobalEntityList::FindEntityGeneric
0x0067d290 · 98 bytes · __thiscall
_ZN17CGlobalEntityList17FindEntityGenericEP11CBaseEntityPKcS1_S1_S1_
Decompiled
undefined (6 params)
/* CGlobalEntityList::FindEntityGeneric(CBaseEntity*, char const*, CBaseEntity*, CBaseEntity*,
CBaseEntity*) */
void __thiscall
CGlobalEntityList::FindEntityGeneric
(CGlobalEntityList *this,CBaseEntity *param_1,char *param_2,CBaseEntity *param_3,
CBaseEntity *param_4,CBaseEntity *param_5)
{
int iVar1;
iVar1 = FindEntityByName((CGlobalEntityList *)gEntList,param_1,param_2,param_3,param_4,param_5,
(IEntityFindFilter *)0x0);
if (iVar1 != 0) {
return;
}
FindEntityByClassname((CGlobalEntityList *)gEntList,param_1,param_2);
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.