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 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.