L L4D2node

CRespawnEntitiesFilter::ShouldCreateEntity

0x0067e900 · 32 bytes · __thiscall

_ZN22CRespawnEntitiesFilter18ShouldCreateEntityEPKc

Decompiled

undefined (2 params)

/* CRespawnEntitiesFilter::ShouldCreateEntity(char const*) */

bool __thiscall
CRespawnEntitiesFilter::ShouldCreateEntity(CRespawnEntitiesFilter *this,char *param_1)

{
  int iVar1;
  
  iVar1 = _V_stricmp(param_1,"worldspawn");
  return iVar1 != 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)