L L4D2node

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 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)