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 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.