L L4D2node

FindPickerEntityClass

0x007b1a90 · 153 bytes · __cdecl

_Z21FindPickerEntityClassP11CBasePlayerPc

Decompiled

undefined (2 params)

/* FindPickerEntityClass(CBasePlayer*, char*) */

void FindPickerEntityClass(CBasePlayer *param_1,char *param_2)

{
  int iVar1;
  undefined4 *puVar2;
  Vector local_34 [12];
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  iVar1 = FindEntityClassForward(param_1,param_2);
  if (iVar1 != 0) {
    return;
  }
  CBasePlayer::EyeVectors(param_1,local_34,(Vector *)0x0,(Vector *)0x0);
  puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0x288))(param_1);
  local_28 = *puVar2;
  local_24 = puVar2[1];
  local_20 = puVar2[2];
  CGlobalEntityList::FindEntityClassNearestFacing
            ((CGlobalEntityList *)gEntList,(Vector *)&local_28,local_34,0.95,param_2);
  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)