UTIL_FindEntityByClassnameNearest
0x0086a520 · 178 bytes · __cdecl
_Z33UTIL_FindEntityByClassnameNearestPKcRK6Vectorf
Decompiled
undefined (3 params)
/* UTIL_FindEntityByClassnameNearest(char const*, Vector const&, float) */
CBaseEntity * UTIL_FindEntityByClassnameNearest(char *param_1,Vector *param_2,float param_3)
{
float *pfVar1;
CBaseEntity *pCVar2;
float fVar3;
CBaseEntity *local_24;
float local_20;
pCVar2 = (CBaseEntity *)0x0;
local_24 = (CBaseEntity *)0x0;
local_20 = 3.2212255e+09;
while( true ) {
pCVar2 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassnameWithin
((CGlobalEntityList *)gEntList,pCVar2,param_1,param_2,param_3);
if (pCVar2 == (CBaseEntity *)0x0) break;
if (*(int *)(pCVar2 + 0x30) != 0) {
pfVar1 = (float *)(**(code **)(*(int *)pCVar2 + 0x288))(pCVar2);
fVar3 = (*pfVar1 - *(float *)param_2) * (*pfVar1 - *(float *)param_2) +
(pfVar1[1] - *(float *)(param_2 + 4)) * (pfVar1[1] - *(float *)(param_2 + 4)) +
(pfVar1[2] - *(float *)(param_2 + 8)) * (pfVar1[2] - *(float *)(param_2 + 8));
if (fVar3 < local_20) {
local_24 = pCVar2;
local_20 = fVar3;
}
}
}
return local_24;
}
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.