L L4D2node

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 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)