CSceneEntity::FindNamedActor
0x00818820 · 489 bytes · __thiscall
_ZN12CSceneEntity14FindNamedActorEi
Decompiled
undefined (2 params)
/* CSceneEntity::FindNamedActor(int) */
int * __thiscall CSceneEntity::FindNamedActor(CSceneEntity *this,int param_1)
{
uint uVar1;
code *pcVar2;
CBaseEdict *pCVar3;
char cVar4;
undefined *puVar5;
CChoreoActor *this_00;
undefined4 uVar6;
int *piVar7;
undefined4 *puVar8;
int iVar9;
undefined4 uVar10;
int iVar11;
iVar9 = *(int *)(this + 0x4d0);
if (iVar9 == 0) {
iVar9 = CChoreoScene::GetNumActors(*(CChoreoScene **)(this + 0x4f0));
*(undefined4 *)(this + 0x4d0) = 0;
if (iVar9 != 0) {
CUtlVector<CHandle<CBaseFlex>,CUtlMemory<CHandle<CBaseFlex>,int>>::GrowVector
((CUtlVector<CHandle<CBaseFlex>,CUtlMemory<CHandle<CBaseFlex>,int>> *)(this + 0x4c4)
,iVar9);
CUtlVector<CHandle<CBaseFlex>,CUtlMemory<CHandle<CBaseFlex>,int>>::ShiftElementsRight
((CUtlVector<CHandle<CBaseFlex>,CUtlMemory<CHandle<CBaseFlex>,int>> *)(this + 0x4c4)
,0,iVar9);
if (0 < iVar9) {
iVar11 = 0;
do {
puVar8 = (undefined4 *)(*(int *)(this + 0x4c4) + iVar11 * 4);
if (puVar8 != (undefined4 *)0x0) {
*puVar8 = 0xffffffff;
}
iVar11 = iVar11 + 1;
} while (iVar11 != iVar9);
}
}
pCVar3 = *(CBaseEdict **)(this + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar9 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar9 + 2) = 0;
}
iVar9 = *(int *)(this + 0x4d0);
}
if ((param_1 < 0) || (iVar9 <= param_1)) {
uVar6 = CChoreoScene::GetNumActors(*(CChoreoScene **)(this + 0x4f0));
uVar10 = CChoreoScene::GetFilename(*(CChoreoScene **)(this + 0x4f0));
DevWarning("Scene %s has %d actors, but scene entity only has %d actors\n",uVar10,uVar6,iVar9);
}
else {
uVar1 = *(uint *)(*(int *)(this + 0x4c4) + param_1 * 4);
if ((((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) &&
((piVar7 = *(int **)(puVar5 + 4), piVar7 != (int *)0x0 &&
(cVar4 = (**(code **)(*piVar7 + 300))(piVar7), cVar4 != '\0')))) {
return piVar7;
}
this_00 = (CChoreoActor *)CChoreoScene::GetActor(*(CChoreoScene **)(this + 0x4f0),param_1);
if (this_00 != (CChoreoActor *)0x0) {
pcVar2 = *(code **)(*(int *)this + 0x3e4);
uVar6 = CChoreoActor::GetName(this_00);
piVar7 = (int *)(*pcVar2)(this,uVar6);
if (piVar7 != (int *)0x0) {
iVar9 = *(int *)(this + 0x4c4);
puVar8 = (undefined4 *)(**(code **)(*piVar7 + 0xc))(piVar7);
*(undefined4 *)(param_1 * 4 + iVar9) = *puVar8;
pCVar3 = *(CBaseEdict **)(this + 0x30);
if (pCVar3 == (CBaseEdict *)0x0) {
return piVar7;
}
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar9 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar9 + 2) = 0;
return piVar7;
}
}
}
return (int *)0x0;
}
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.