L L4D2node

CChangeLevel::FindLandmark

0x00b18a10 · 178 bytes · __cdecl

_ZN12CChangeLevel12FindLandmarkEPKc

Decompiled

undefined (1 param)

/* CChangeLevel::FindLandmark(char const*) */

CBaseEntity * CChangeLevel::FindLandmark(char *param_1)

{
  char cVar1;
  CBaseEntity *this;
  
  this = (CBaseEntity *)0x0;
  do {
    this = (CBaseEntity *)
           CGlobalEntityList::FindEntityByName
                     ((CGlobalEntityList *)gEntList,this,param_1,(CBaseEntity *)0x0,
                      (CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
    if (this == (CBaseEntity *)0x0) {
      Warning("Can\'t find landmark %s\n",param_1);
      return (CBaseEntity *)0x0;
    }
  } while ((*(char **)(this + 0x7c) != "info_landmark") &&
          (cVar1 = CBaseEntity::ClassMatchesComplex(this,"info_landmark"), cVar1 == '\0'));
  return this;
}

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)