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 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.