FireTargets
0x00833fb0 · 240 bytes · __cdecl
_Z11FireTargetsPKcP11CBaseEntityS2_8USE_TYPEf
Decompiled
undefined (5 params)
/* FireTargets(char const*, CBaseEntity*, CBaseEntity*, USE_TYPE, float) */
void FireTargets(char *param_1,CBaseEntity *param_2,CBaseEntity *param_3,undefined4 param_4,
undefined4 param_5)
{
undefined4 uVar1;
CBaseEntity *this;
if ((param_1 != (char *)0x0) && (*param_1 != '\0')) {
this = (CBaseEntity *)0x0;
DevMsg(2,"Firing: (%s)\n",param_1);
while( true ) {
this = (CBaseEntity *)
CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,this,param_1,param_2,param_2,param_3,
(IEntityFindFilter *)0x0);
if (this == (CBaseEntity *)0x0) break;
if (((byte)this[0x14c] & 1) == 0) {
uVar1 = CBaseEntity::GetDebugName(this);
DevMsg(2,"[%03d] Found: %s, firing (%s)\n",*(int *)(gpGlobals + 0x18) % 1000,uVar1,param_1);
(**(code **)(*(int *)this + 0x1ac))(this,param_2,param_3,param_4,param_5);
}
}
}
return;
}
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.