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 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.