CSceneEntity::FindNamedTarget
0x00812450 · 350 bytes · __thiscall
_ZN12CSceneEntity15FindNamedTargetE8string_tb
Decompiled
undefined (3 params)
/* CSceneEntity::FindNamedTarget(string_t, bool) */
CBaseEntity * __thiscall
CSceneEntity::FindNamedTarget(CSceneEntity *this,char *param_2,char param_3)
{
uint uVar1;
int iVar2;
char *pcVar3;
undefined *puVar4;
CBaseEntity *pCVar5;
if (param_2 == (char *)0x0) {
param_2 = "";
iVar2 = _V_stricmp("","!activator");
if (iVar2 == 0) goto LAB_00812571;
}
else {
iVar2 = _V_stricmp(param_2,"!activator");
if (iVar2 == 0) {
LAB_00812571:
uVar1 = *(uint *)(this + 0x704);
if (((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
return *(CBaseEntity **)(puVar4 + 4);
}
return (CBaseEntity *)0x0;
}
pcVar3 = strchr(param_2,0x2a);
if (pcVar3 != (char *)0x0) {
pCVar5 = (CBaseEntity *)0x0;
while( true ) {
pCVar5 = (CBaseEntity *)
CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,pCVar5,param_2,(CBaseEntity *)0x0,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
if (pCVar5 == (CBaseEntity *)0x0) {
return (CBaseEntity *)0x0;
}
if (param_3 == '\0') break;
iVar2 = __dynamic_cast(pCVar5,&CBaseEntity::typeinfo,&CBaseFlex::typeinfo,0);
if (iVar2 != 0) {
return pCVar5;
}
}
return pCVar5;
}
}
pCVar5 = (CBaseEntity *)
CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,param_2,(CBaseEntity *)0x0,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
return pCVar5;
}
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.