L L4D2node

FindPhysicsObjectByNameOrWorld

0x006eb5d0 · 92 bytes · __cdecl

_Z30FindPhysicsObjectByNameOrWorld8string_tP11CBaseEntity

Decompiled

undefined (2 params)

/* FindPhysicsObjectByNameOrWorld(string_t, CBaseEntity*) */

int FindPhysicsObjectByNameOrWorld(char *param_1,CBaseEntity *param_2)

{
  int iVar1;
  undefined1 *puVar2;
  
  iVar1 = g_PhysWorldObject;
  if (param_1 != (char *)0x0) {
    iVar1 = FindPhysicsObjectByName(param_1,param_2);
    if (iVar1 == 0) {
      puVar2 = &DAT_00d539c2;
      if (*(undefined1 **)(param_2 + 0x7c) != (undefined1 *)0x0) {
        puVar2 = *(undefined1 **)(param_2 + 0x7c);
      }
      DevWarning("%s: can\'t find %s\n",puVar2,param_1);
      return 0;
    }
  }
  return iVar1;
}

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)