L L4D2node

CTankTrainAI::FindTarget

0x00836800 · 67 bytes · __thiscall

_ZN12CTankTrainAI10FindTargetE8string_tP11CBaseEntity

Decompiled

undefined (3 params)

/* CTankTrainAI::FindTarget(string_t, CBaseEntity*) */

void __thiscall CTankTrainAI::FindTarget(CTankTrainAI *this,char *param_2,CBaseEntity *param_3)

{
  char *pcVar1;
  
  pcVar1 = "";
  if (param_2 != (char *)0x0) {
    pcVar1 = param_2;
  }
  CGlobalEntityList::FindEntityGeneric
            ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar1,(CBaseEntity *)this,param_3,
             (CBaseEntity *)0x0);
  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)