CPointEntityFinder::InputFindEntity
0x007db8b0 · 111 bytes · __thiscall
_ZN18CPointEntityFinder15InputFindEntityER11inputdata_t
Decompiled
undefined (2 params)
/* CPointEntityFinder::InputFindEntity(inputdata_t&) */
void __thiscall CPointEntityFinder::InputFindEntity(CPointEntityFinder *this,inputdata_t *param_1)
{
uint uVar1;
CBaseEntity *pCVar2;
undefined *puVar3;
FindEntity(this);
uVar1 = *(uint *)(this + 0x440);
if (((uVar1 == 0xffffffff) ||
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) {
pCVar2 = (CBaseEntity *)0x0;
}
else {
pCVar2 = *(CBaseEntity **)(puVar3 + 4);
}
COutputEvent::FireOutput((COutputEvent *)(this + 0x458),*(CBaseEntity **)param_1,pCVar2,0.0);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.