CEnvEntityMaker::FindTemplate
0x00690050 · 185 bytes · __thiscall
_ZN15CEnvEntityMaker12FindTemplateEv
Decompiled
undefined (1 param)
/* CEnvEntityMaker::FindTemplate() */
int __thiscall CEnvEntityMaker::FindTemplate(CEnvEntityMaker *this)
{
char *pcVar1;
int iVar2;
undefined1 *puVar3;
undefined1 *puVar4;
pcVar1 = "";
if (*(char **)(this + 0x484) != (char *)0x0) {
pcVar1 = *(char **)(this + 0x484);
}
iVar2 = CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar1,(CBaseEntity *)0x0,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
if (iVar2 != 0) {
iVar2 = __dynamic_cast(iVar2,&CBaseEntity::typeinfo,&CPointTemplate::typeinfo,0);
if (iVar2 != 0) {
return iVar2;
}
}
puVar4 = *(undefined1 **)(this + 0x484);
if (puVar4 == (undefined1 *)0x0) {
puVar4 = &DAT_00d539c2;
}
puVar3 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x154) != (undefined1 *)0x0) {
puVar3 = *(undefined1 **)(this + 0x154);
}
Warning("env_entity_maker %s failed to find template %s.\n",puVar3,puVar4);
return 0;
}
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.