CDirector::ScriptGetClosestCharacterWhoIsIT
0x00871000 · 146 bytes · __thiscall
_ZN9CDirector32ScriptGetClosestCharacterWhoIsITEP9HSCRIPT__
Decompiled
undefined (2 params)
/* CDirector::ScriptGetClosestCharacterWhoIsIT(HSCRIPT__*) */
undefined4 __thiscall
CDirector::ScriptGetClosestCharacterWhoIsIT(CDirector *this,HSCRIPT__ *param_1)
{
code *pcVar1;
ScriptClassDesc_t *pSVar2;
int iVar3;
CBaseCombatCharacter *pCVar4;
CBaseEntity *this_00;
undefined4 uVar5;
if (param_1 != (HSCRIPT__ *)0x0) {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
iVar3 = (*pcVar1)(g_pScriptVM,param_1,pSVar2);
if (iVar3 != 0) {
pCVar4 = (CBaseCombatCharacter *)
__dynamic_cast(iVar3,&CBaseEntity::typeinfo,&CBaseCombatCharacter::typeinfo,0);
if (pCVar4 != (CBaseCombatCharacter *)0x0) {
this_00 = (CBaseEntity *)
CDirectorTacticalServices::GetClosestCharacterWhoIsIT
(*(CDirectorTacticalServices **)(this + 0x628),pCVar4);
if (this_00 != (CBaseEntity *)0x0) {
uVar5 = CBaseEntity::GetScriptInstance(this_00);
return uVar5;
}
}
}
}
return 0;
}
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.