L L4D2node

CGlobalEntityList::FindEntityNearestFacing

0x0067d5a0 · 341 bytes · __thiscall

_ZN17CGlobalEntityList23FindEntityNearestFacingERK6VectorS2_f

Decompiled

undefined (4 params)

/* CGlobalEntityList::FindEntityNearestFacing(Vector const&, Vector const&, float) */

int * __thiscall
CGlobalEntityList::FindEntityNearestFacing
          (CGlobalEntityList *this,Vector *param_1,Vector *param_2,float param_3)

{
  int *piVar1;
  int *piVar2;
  float *pfVar3;
  int iVar4;
  char *pcVar5;
  float fVar6;
  int *local_34;
  float local_28;
  float local_24;
  float local_20;
  
  local_34 = (int *)0x0;
  piVar1 = *(int **)(this + 0x10004);
  do {
    if (piVar1 == (int *)0x0) {
      return local_34;
    }
    piVar2 = (int *)*piVar1;
    if (piVar2 == (int *)0x0) {
      DevWarning("NULL entity in global entity list!\n");
    }
    else if (piVar2[0xc] != 0) {
      pfVar3 = (float *)(**(code **)(*piVar2 + 0x288))(piVar2);
      local_28 = *pfVar3 - *(float *)param_1;
      local_24 = pfVar3[1] - *(float *)(param_1 + 4);
      local_20 = pfVar3[2] - *(float *)(param_1 + 8);
      VectorNormalize((Vector *)&local_28);
      fVar6 = local_24 * *(float *)(param_2 + 4) + local_28 * *(float *)param_2 +
              local_20 * *(float *)(param_2 + 8);
      if (param_3 < fVar6) {
        pcVar5 = (char *)piVar2[0x1f];
        if (pcVar5 == (char *)0x0) {
          pcVar5 = "";
        }
        else if (pcVar5 == "worldspawn") goto LAB_0067d6c0;
        iVar4 = _V_stricmp(pcVar5,"worldspawn");
        if (iVar4 != 0) {
          pcVar5 = (char *)piVar2[0x1f];
          if (pcVar5 == (char *)0x0) {
            pcVar5 = "";
          }
          else if (pcVar5 == "soundent") goto LAB_0067d6c0;
          iVar4 = _V_stricmp(pcVar5,"soundent");
          if (iVar4 != 0) {
            param_3 = fVar6;
            local_34 = piVar2;
          }
        }
      }
    }
LAB_0067d6c0:
    piVar1 = (int *)piVar1[3];
  } while( true );
}

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)