UTIL_PointAtNamedEntity
0x00b2e830 · 241 bytes · __cdecl
_Z23UTIL_PointAtNamedEntityP11CBaseEntity8string_t
Decompiled
undefined (2 params)
/* UTIL_PointAtNamedEntity(CBaseEntity*, string_t) */
void UTIL_PointAtNamedEntity(CBaseEntity *param_1,char *param_2)
{
char cVar1;
CBaseEntity *pCVar2;
undefined4 uVar3;
undefined1 *puVar4;
if (param_2 == (char *)0x0) {
param_2 = "";
pCVar2 = (CBaseEntity *)
CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"",(CBaseEntity *)0x0,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
cVar1 = UTIL_PointAtEntity(param_1,pCVar2);
}
else {
pCVar2 = (CBaseEntity *)
CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,param_2,(CBaseEntity *)0x0,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
cVar1 = UTIL_PointAtEntity(param_1,pCVar2);
}
if (cVar1 == '\0') {
uVar3 = CBaseEntity::GetDebugName(param_1);
puVar4 = &DAT_00d539c2;
if (*(undefined1 **)(param_1 + 0x7c) != (undefined1 *)0x0) {
puVar4 = *(undefined1 **)(param_1 + 0x7c);
}
DevMsg(1,"%s (%s) was unable to point at an entity named: %s\n",puVar4,uVar3,param_2);
}
return;
}
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.