L L4D2node

CSceneEntity::FindNamedActor

0x0080f4a0 · 93 bytes · __thiscall

_ZN12CSceneEntity14FindNamedActorEPKc

Decompiled

undefined (2 params)

/* CSceneEntity::FindNamedActor(char const*) */

undefined4 __thiscall CSceneEntity::FindNamedActor(CSceneEntity *this,char *param_1)

{
  int iVar1;
  undefined4 uVar2;
  
  iVar1 = (**(code **)(*(int *)this + 1000))(this,param_1,0,1,0);
  if (iVar1 != 0) {
    uVar2 = __dynamic_cast(iVar1,&CBaseEntity::typeinfo,&CBaseFlex::typeinfo,0);
    return uVar2;
  }
  return 0;
}

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)