L L4D2node

CTankTargetChange::Use

0x00835cd0 · 266 bytes · __cdecl

_ZN17CTankTargetChange3UseEP11CBaseEntityS1_8USE_TYPEf

Decompiled

undefined (4 params)

/* CTankTargetChange::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */

void CTankTargetChange::Use(int param_1,CBaseEntity *param_2,CBaseEntity *param_3)

{
  CBaseEntity *pCVar1;
  char *pcVar2;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  pcVar2 = "";
  if (*(char **)(param_1 + 0xf8) != (char *)0x0) {
    pcVar2 = *(char **)(param_1 + 0xf8);
  }
  for (pCVar1 = (CBaseEntity *)
                CGlobalEntityList::FindEntityByName
                          ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar2,
                           (CBaseEntity *)0x0,param_2,param_3,(IEntityFindFilter *)0x0);
      pCVar1 != (CBaseEntity *)0x0;
      pCVar1 = (CBaseEntity *)
               CGlobalEntityList::FindEntityByName
                         ((CGlobalEntityList *)gEntList,pCVar1,pcVar2,(CBaseEntity *)0x0,param_2,
                          param_3,(IEntityFindFilter *)0x0)) {
    local_30 = *(undefined4 *)(param_1 + 0x440);
    local_2c = *(undefined4 *)(param_1 + 0x444);
    local_28 = *(undefined4 *)(param_1 + 0x448);
    local_24 = *(undefined4 *)(param_1 + 0x44c);
    local_20 = *(undefined4 *)(param_1 + 0x450);
    (**(code **)(*(int *)pCVar1 + 0xb4))(pCVar1,"TargetEntity",param_1,param_1,&local_30,0);
    pcVar2 = *(char **)(param_1 + 0xf8);
    if (pcVar2 == (char *)0x0) {
      pcVar2 = "";
    }
  }
  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)