L L4D2node

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 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)