L L4D2node

FindPickerEntity

0x007b1b40 · 186 bytes · __cdecl

_Z16FindPickerEntityP11CBasePlayer

Decompiled

undefined (1 param)

/* FindPickerEntity(CBasePlayer*) */

int FindPickerEntity(CBasePlayer *param_1)

{
  int iVar1;
  code *pcVar2;
  int *piVar3;
  int iVar4;
  undefined4 *puVar5;
  Vector local_40 [12];
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  piVar3 = mdlcache;
  puVar5 = (undefined4 *)&stack0xffffff94;
  (**(code **)(*mdlcache + 0x68))();
                    /* try { // try from 007b1b65 to 007b1b69 has its CatchHandler @ 007b1bfe */
  iVar4 = FindEntityForward(param_1,true);
  if (iVar4 == 0) {
                    /* try { // try from 007b1ba2 to 007b1bf8 has its CatchHandler @ 007b1bfe */
    CBasePlayer::EyeVectors(param_1,local_40,(Vector *)0x0,(Vector *)0x0);
    (**(code **)(*(int *)param_1 + 0x234))();
    puVar5 = (undefined4 *)&stack0xffffff90;
    local_34 = local_28;
    local_30 = local_24;
    local_2c = local_20;
    iVar4 = CGlobalEntityList::FindEntityNearestFacing
                      ((CGlobalEntityList *)gEntList,(Vector *)&local_34,local_40,0.95);
  }
  iVar1 = *piVar3;
  *puVar5 = piVar3;
  pcVar2 = *(code **)(iVar1 + 0x6c);
  puVar5[-1] = 0x7b1b79;
  (*pcVar2)();
  return iVar4;
}

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)