L L4D2node

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 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)