L L4D2node

CScriptEntityIterator::FindByClassnameNearest

0x00b566f0 · 60 bytes · __thiscall

_ZN21CScriptEntityIterator22FindByClassnameNearestEPKcRK6Vectorf

Decompiled

undefined (4 params)

/* CScriptEntityIterator::FindByClassnameNearest(char const*, Vector const&, float) */

undefined4 __thiscall
CScriptEntityIterator::FindByClassnameNearest
          (CScriptEntityIterator *this,char *param_1,Vector *param_2,float param_3)

{
  CBaseEntity *this_00;
  undefined4 uVar1;
  
  this_00 = (CBaseEntity *)
            CGlobalEntityList::FindEntityByClassnameNearest
                      ((CGlobalEntityList *)gEntList,param_1,param_2,param_3);
  if (this_00 != (CBaseEntity *)0x0) {
    uVar1 = CBaseEntity::GetScriptInstance(this_00);
    return uVar1;
  }
  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)