L L4D2node

CInstancedSceneEntity::FindNamedEntity

0x00812d90 · 289 bytes · __thiscall

_ZN21CInstancedSceneEntity15FindNamedEntityEPKc

Decompiled

undefined (2 params)

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

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

{
  uint uVar1;
  int *piVar2;
  int iVar3;
  undefined *puVar4;
  
  uVar1 = *(uint *)(this + 0x714);
  if ((((uVar1 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
    piVar2 = (int *)CBaseEntity::MyNPCPointer();
    if (piVar2 == (int *)0x0) {
      uVar1 = *(uint *)(this + 0x714);
      piVar2 = (int *)0x0;
      if (((uVar1 != 0xffffffff) &&
          (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
        piVar2 = *(int **)(puVar4 + 4);
      }
      iVar3 = (**(code **)(*piVar2 + 0x144))(piVar2);
      if (((iVar3 == 0) || (uVar1 = *(uint *)(this + 0x714), uVar1 == 0xffffffff)) ||
         ((puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc ||
          (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)))) goto LAB_00812dc8;
      iVar3 = *(int *)(puVar4 + 4);
    }
    else {
      iVar3 = (**(code **)(*piVar2 + 0x8cc))(piVar2,param_1,0);
    }
    if (iVar3 != 0) {
      return;
    }
  }
LAB_00812dc8:
  CSceneEntity::FindNamedEntity((CSceneEntity *)this,param_1,(CBaseEntity *)0x0,false,false);
  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)