L L4D2node

CServerTools::FindEntityByHammerID

0x00680c50 · 78 bytes · __thiscall

_ZN12CServerTools20FindEntityByHammerIDEi

Decompiled

undefined (2 params)

/* CServerTools::FindEntityByHammerID(int) */

CBaseEntity * __thiscall CServerTools::FindEntityByHammerID(CServerTools *this,int param_1)

{
  CBaseEntity *pCVar1;
  
  pCVar1 = (CBaseEntity *)
           CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0);
  while( true ) {
    if (pCVar1 == (CBaseEntity *)0x0) {
      return (CBaseEntity *)0x0;
    }
    if (*(int *)(pCVar1 + 0x88) == param_1) break;
    pCVar1 = (CBaseEntity *)CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar1);
  }
  return pCVar1;
}

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)