L L4D2node

CLogicMeasureMovement::SetTarget

0x006eefa0 · 176 bytes · __thiscall

_ZN21CLogicMeasureMovement9SetTargetEPKc

Decompiled

undefined (2 params)

/* CLogicMeasureMovement::SetTarget(char const*) */

void __thiscall CLogicMeasureMovement::SetTarget(CLogicMeasureMovement *this,char *param_1)

{
  uint uVar1;
  int *piVar2;
  uint *puVar3;
  undefined *puVar4;
  
  piVar2 = (int *)CGlobalEntityList::FindEntityByName
                            ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,param_1,
                             (CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
                             (IEntityFindFilter *)0x0);
  if (piVar2 == (int *)0x0) {
    *(undefined4 *)(this + 0x454) = 0xffffffff;
  }
  else {
    puVar3 = (uint *)(**(code **)(*piVar2 + 0xc))(piVar2);
    puVar4 = g_pEntityList;
    uVar1 = *puVar3;
    *(uint *)(this + 0x454) = uVar1;
    if ((((uVar1 != 0xffffffff) &&
         (puVar4 = puVar4 + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
      return;
    }
  }
  Warning();
  return;
}

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)