L L4D2node

CPointEntityFinder::FindEntity

0x007db800 · 160 bytes · __thiscall

_ZN18CPointEntityFinder10FindEntityEv

Decompiled

undefined (1 param)

/* CPointEntityFinder::FindEntity() */

void __thiscall CPointEntityFinder::FindEntity(CPointEntityFinder *this)

{
  int iVar1;
  int *piVar2;
  undefined4 *puVar3;
  
  if (*(char **)(this + 0x44c) != (char *)0x0) {
    piVar2 = (int *)CGlobalEntityList::FindEntityByName
                              ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,
                               *(char **)(this + 0x44c),(CBaseEntity *)0x0,(CBaseEntity *)0x0,
                               (CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
    if (piVar2 == (int *)0x0) {
      *(undefined4 *)(this + 0x450) = 0xffffffff;
    }
    else {
      puVar3 = (undefined4 *)(**(code **)(*piVar2 + 0xc))(piVar2);
      *(undefined4 *)(this + 0x450) = *puVar3;
    }
  }
  iVar1 = *(int *)(this + 0x454);
  if (iVar1 != 1) {
    if (iVar1 == 2) {
      FindByRandom(this);
      return;
    }
    if (iVar1 != 0) {
      return;
    }
  }
  FindByDistance(this);
  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)