L L4D2node

CScriptEntityIterator::Next

0x00b58220 · 102 bytes · __thiscall

_ZN21CScriptEntityIterator4NextEP9HSCRIPT__

Decompiled

undefined (2 params)

/* CScriptEntityIterator::Next(HSCRIPT__*) */

undefined4 __thiscall CScriptEntityIterator::Next(CScriptEntityIterator *this,HSCRIPT__ *param_1)

{
  code *pcVar1;
  ScriptClassDesc_t *pSVar2;
  CBaseEntity *pCVar3;
  undefined4 uVar4;
  
  if (param_1 == (HSCRIPT__ *)0x0) {
    pCVar3 = (CBaseEntity *)0x0;
  }
  else {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
    pCVar3 = (CBaseEntity *)(*pcVar1)(g_pScriptVM,param_1,pSVar2);
  }
  pCVar3 = (CBaseEntity *)CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar3);
  if (pCVar3 != (CBaseEntity *)0x0) {
    uVar4 = CBaseEntity::GetScriptInstance(pCVar3);
    return uVar4;
  }
  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)