L L4D2node

CCSGameRules::CreateStandardEntities

0x004341d0 · 121 bytes · __cdecl

_ZN12CCSGameRules22CreateStandardEntitiesEv

Decompiled

undefined (0 params)

/* CCSGameRules::CreateStandardEntities() */

void CCSGameRules::CreateStandardEntities(void)

{
  g_pPlayerResource =
       CBaseEntity::Create("cs_player_manager",(Vector *)&vec3_origin,(QAngle *)&vec3_angle,
                           (CBaseEntity *)0x0);
  CBaseEntity::Create("vote_controller",(Vector *)&vec3_origin,(QAngle *)&vec3_angle,
                      (CBaseEntity *)0x0);
  CBaseEntity::Create("cs_gamerules",(Vector *)&vec3_origin,(QAngle *)&vec3_angle,(CBaseEntity *)0x0
                     );
  return;
}

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)