L L4D2node

CBaseTrigger::GetTouchedEntityOfType

0x00b16cc0 · 145 bytes · __thiscall

_ZN12CBaseTrigger22GetTouchedEntityOfTypeEPKc

Decompiled

undefined (2 params)

/* CBaseTrigger::GetTouchedEntityOfType(char const*) */

CBaseEntity * __thiscall CBaseTrigger::GetTouchedEntityOfType(CBaseTrigger *this,char *param_1)

{
  int iVar1;
  uint uVar2;
  char *pcVar3;
  char cVar4;
  undefined *puVar5;
  int iVar6;
  CBaseEntity *this_00;
  
  iVar6 = 0;
  iVar1 = *(int *)(this + 0x560);
  if (0 < iVar1) {
    do {
      this_00 = (CBaseEntity *)0x0;
      uVar2 = *(uint *)(*(int *)(this + 0x554) + iVar6 * 4);
      pcVar3 = pcRam0000007c;
      if (((uVar2 != 0xffffffff) &&
          (puVar5 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar5 + 8) == uVar2 >> 0xc)) {
        this_00 = *(CBaseEntity **)(puVar5 + 4);
        pcVar3 = *(char **)(this_00 + 0x7c);
      }
      if ((param_1 == pcVar3) ||
         (cVar4 = CBaseEntity::ClassMatchesComplex(this_00,param_1), cVar4 != '\0')) {
        return this_00;
      }
      iVar6 = iVar6 + 1;
    } while (iVar6 != iVar1);
  }
  return (CBaseEntity *)0x0;
}

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)