CGlobalEntityList::FindEntityClassNearestFacing
0x0067d410 · 368 bytes · __thiscall
_ZN17CGlobalEntityList28FindEntityClassNearestFacingERK6VectorS2_fPc
Decompiled
undefined (5 params)
/* CGlobalEntityList::FindEntityClassNearestFacing(Vector const&, Vector const&, float, char*) */
CBaseEntity * __thiscall
CGlobalEntityList::FindEntityClassNearestFacing
(CGlobalEntityList *this,Vector *param_1,Vector *param_2,float param_3,char *param_4)
{
CBaseEntity *this_00;
char cVar1;
char *pcVar2;
undefined4 *puVar3;
float fVar4;
CBaseEntity *local_34;
float local_28;
float local_24;
float local_20;
local_34 = (CBaseEntity *)0x0;
puVar3 = *(undefined4 **)(this + 0x10004);
do {
if (puVar3 == (undefined4 *)0x0) {
return local_34;
}
while (this_00 = (CBaseEntity *)*puVar3, this_00 != (CBaseEntity *)0x0) {
if (*(float *)(this_00 + 0x1b8) == 0.0) goto LAB_0067d4d8;
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
local_28 = *(float *)(this_00 + 0x2e0) - *(float *)param_1;
local_24 = *(float *)(this_00 + 0x2e4) - *(float *)(param_1 + 4);
local_20 = *(float *)(this_00 + 0x2e8) - *(float *)(param_1 + 8);
VectorNormalize((Vector *)&local_28);
fVar4 = local_24 * *(float *)(param_2 + 4) + local_28 * *(float *)param_2 +
local_20 * *(float *)(param_2 + 8);
if (fVar4 <= param_3) goto LAB_0067d4d8;
pcVar2 = *(char **)(this_00 + 0x7c);
if (param_4 != pcVar2) {
cVar1 = CBaseEntity::ClassMatchesComplex(this_00,param_4);
if (cVar1 == '\0') goto LAB_0067d4d8;
pcVar2 = *(char **)(this_00 + 0x7c);
}
if ((((pcVar2 == "worldspawn") ||
(cVar1 = CBaseEntity::ClassMatchesComplex(this_00,"worldspawn"), cVar1 != '\0')) ||
(*(char **)(this_00 + 0x7c) == "soundent")) ||
(cVar1 = CBaseEntity::ClassMatchesComplex(this_00,"soundent"), cVar1 != '\0'))
goto LAB_0067d4d8;
puVar3 = (undefined4 *)puVar3[3];
param_3 = fVar4;
local_34 = this_00;
if (puVar3 == (undefined4 *)0x0) {
return this_00;
}
}
DevWarning("NULL entity in global entity list!\n");
LAB_0067d4d8:
puVar3 = (undefined4 *)puVar3[3];
} while( true );
}
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.