CScriptEntityIterator::FindByName
0x00b58c00 · 144 bytes · __thiscall
_ZN21CScriptEntityIterator10FindByNameEP9HSCRIPT__PKc
Decompiled
undefined (3 params)
/* CScriptEntityIterator::FindByName(HSCRIPT__*, char const*) */
undefined4 __thiscall
CScriptEntityIterator::FindByName(CScriptEntityIterator *this,HSCRIPT__ *param_1,char *param_2)
{
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::FindEntityByName
((CGlobalEntityList *)gEntList,pCVar3,param_2,(CBaseEntity *)0x0,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
if (pCVar3 != (CBaseEntity *)0x0) {
uVar4 = CBaseEntity::GetScriptInstance(pCVar3);
return uVar4;
}
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.