L L4D2node

CBaseEntity::CreateNoSpawn

0x0060ca80 · 109 bytes · __cdecl

_ZN11CBaseEntity13CreateNoSpawnEPKcRK6VectorRK6QAnglePS_

Decompiled

undefined (4 params)

/* CBaseEntity::CreateNoSpawn(char const*, Vector const&, QAngle const&, CBaseEntity*) */

CBaseEntity *
CBaseEntity::CreateNoSpawn(char *param_1,Vector *param_2,QAngle *param_3,CBaseEntity *param_4)

{
  CBaseEntity *this;
  
  this = (CBaseEntity *)CreateEntityByName(param_1,-1,false);
  if (this != (CBaseEntity *)0x0) {
    SetLocalOrigin(this,param_2);
    SetLocalAngles(this,param_3);
    (**(code **)(*(int *)this + 0x50))(this,param_4);
    CGlobalEntityList::NotifyCreateEntity((CGlobalEntityList *)gEntList,this);
  }
  return this;
}

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)