L L4D2node

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 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)