L L4D2node

CInstancedSceneEntity::FindNamedActor

0x0080f510 · 144 bytes · __thiscall

_ZN21CInstancedSceneEntity14FindNamedActorEPKc

Decompiled

undefined (2 params)

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

void __thiscall CInstancedSceneEntity::FindNamedActor(CInstancedSceneEntity *this,char *param_1)

{
  uint uVar1;
  int *piVar2;
  int iVar3;
  undefined *puVar4;
  
  iVar3 = CChoreoScene::GetNumActors(*(CChoreoScene **)(this + 0x4f0));
  if (iVar3 != 1) {
    iVar3 = _V_stricmp(param_1,"!self");
    if (iVar3 != 0) goto LAB_0080f572;
  }
  uVar1 = *(uint *)(this + 0x714);
  if ((((uVar1 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
     (piVar2 = *(int **)(puVar4 + 4), piVar2 != (int *)0x0)) {
    iVar3 = (**(code **)(*piVar2 + 0x144))(piVar2);
    if (iVar3 != 0) {
      return;
    }
  }
LAB_0080f572:
  CSceneEntity::FindNamedActor((CSceneEntity *)this,param_1);
  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)