CGlobalEntityList::FindEntityGenericNearest
0x0067d390 · 116 bytes · __thiscall
_ZN17CGlobalEntityList24FindEntityGenericNearestEPKcRK6VectorfP11CBaseEntityS6_S6_
Decompiled
undefined (7 params)
/* CGlobalEntityList::FindEntityGenericNearest(char const*, Vector const&, float, CBaseEntity*,
CBaseEntity*, CBaseEntity*) */
void __thiscall
CGlobalEntityList::FindEntityGenericNearest
(CGlobalEntityList *this,char *param_1,Vector *param_2,float param_3,CBaseEntity *param_4,
CBaseEntity *param_5,CBaseEntity *param_6)
{
int iVar1;
iVar1 = FindEntityByNameNearest
((CGlobalEntityList *)gEntList,param_1,param_2,param_3,param_4,param_5,param_6);
if (iVar1 != 0) {
return;
}
FindEntityByClassnameNearest((CGlobalEntityList *)gEntList,param_1,param_2,param_3);
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.