L L4D2node

MapEntity_ParseEntity

0x006f10f0 · 356 bytes · __cdecl

_Z21MapEntity_ParseEntityRP11CBaseEntityPKcP16IMapEntityFilter

Decompiled

undefined (3 params)

/* MapEntity_ParseEntity(CBaseEntity*&, char const*, IMapEntityFilter*) */

void MapEntity_ParseEntity(CBaseEntity **param_1,char *param_2,IMapEntityFilter *param_3)

{
  char cVar1;
  CBaseEntity *this;
  int in_GS_OFFSET;
  char *local_182c;
  undefined4 local_1828;
  char *local_1824;
  char local_1820 [2048];
  char local_1020 [2048];
  char local_820 [2048];
  int local_20;
  
  local_1828 = 0xffffffff;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  local_182c = param_2;
  local_1824 = param_2;
  cVar1 = CEntityMapData::ExtractValue((CEntityMapData *)&local_182c,"classname",local_1820);
  if (cVar1 == '\0') {
    Error("classname missing from entity!\n");
  }
  *param_1 = (CBaseEntity *)0x0;
  if (param_3 == (IMapEntityFilter *)0x0) {
    this = (CBaseEntity *)CreateEntityByName(local_1820,-1,true);
    *param_1 = this;
  }
  else {
    cVar1 = (*(code *)**(undefined4 **)param_3)(param_3,local_1820);
    if (cVar1 == '\0') {
      cVar1 = CEntityMapData::GetFirstKey((CEntityMapData *)&local_182c,local_1020,local_820);
      while (cVar1 != '\0') {
        cVar1 = CEntityMapData::GetNextKey((CEntityMapData *)&local_182c,local_1020,local_820);
      }
      goto LAB_006f11a0;
    }
    this = (CBaseEntity *)(**(code **)(*(int *)param_3 + 4))(param_3,local_1820);
    *param_1 = this;
  }
  if (this == (CBaseEntity *)0x0) {
    DevWarning("Can\'t init %s\n",local_1820);
  }
  else {
    CBaseEntity::ParseMapData(this,(CEntityMapData *)&local_182c);
  }
LAB_006f11a0:
  CEntityMapData::CurrentBufferPosition((CEntityMapData *)&local_182c);
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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)