CGlobalEntityList::FindEntityGenericWithin
0x0067d300 · 129 bytes · __thiscall
_ZN17CGlobalEntityList23FindEntityGenericWithinEP11CBaseEntityPKcRK6VectorfS1_S1_S1_
Decompiled
undefined (8 params)
/* CGlobalEntityList::FindEntityGenericWithin(CBaseEntity*, char const*, Vector const&, float,
CBaseEntity*, CBaseEntity*, CBaseEntity*) */
void __thiscall
CGlobalEntityList::FindEntityGenericWithin
(CGlobalEntityList *this,CBaseEntity *param_1,char *param_2,Vector *param_3,float param_4,
CBaseEntity *param_5,CBaseEntity *param_6,CBaseEntity *param_7)
{
int iVar1;
iVar1 = FindEntityByNameWithin
((CGlobalEntityList *)gEntList,param_1,param_2,param_3,param_4,param_5,param_6,
param_7);
if (iVar1 != 0) {
return;
}
FindEntityByClassnameWithin((CGlobalEntityList *)gEntList,param_1,param_2,param_3,param_4);
return;
}
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.