L L4D2node

CEnvEntityMaker::SpawnEntityAtEntityOriginFromScript

0x006914a0 · 171 bytes · __thiscall

_ZN15CEnvEntityMaker35SpawnEntityAtEntityOriginFromScriptEP9HSCRIPT__

Decompiled

undefined (2 params)

/* CEnvEntityMaker::SpawnEntityAtEntityOriginFromScript(HSCRIPT__*) */

void __thiscall
CEnvEntityMaker::SpawnEntityAtEntityOriginFromScript(CEnvEntityMaker *this,HSCRIPT__ *param_1)

{
  code *pcVar1;
  ScriptClassDesc_t *pSVar2;
  CBaseEntity *this_00;
  
  if (param_1 != (HSCRIPT__ *)0x0) {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
    this_00 = (CBaseEntity *)(*pcVar1)(g_pScriptVM,param_1,pSVar2);
    if (this_00 != (CBaseEntity *)0x0) {
      if (((byte)this_00[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition(this_00);
        if (((byte)this_00[0x14d] & 8) != 0) {
          CBaseEntity::CalcAbsolutePosition(this_00);
        }
      }
      SpawnEntity(this,*(undefined4 *)(this_00 + 0x2e0),*(undefined4 *)(this_00 + 0x2e4),
                  *(undefined4 *)(this_00 + 0x2e8),*(undefined4 *)(this_00 + 0x37c),
                  *(undefined4 *)(this_00 + 0x380),*(undefined4 *)(this_00 + 900));
    }
  }
  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)