L L4D2node

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 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)