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 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.