L L4D2node

CEnvEntityMaker::SpawnEntityAtNamedEntityOriginFromScript

0x00691550 · 181 bytes · __thiscall

_ZN15CEnvEntityMaker40SpawnEntityAtNamedEntityOriginFromScriptEPKc

Decompiled

undefined (2 params)

/* CEnvEntityMaker::SpawnEntityAtNamedEntityOriginFromScript(char const*) */

void __thiscall
CEnvEntityMaker::SpawnEntityAtNamedEntityOriginFromScript(CEnvEntityMaker *this,char *param_1)

{
  CBaseEntity *this_00;
  
  this_00 = (CBaseEntity *)
            CGlobalEntityList::FindEntityByName
                      ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,param_1,(CBaseEntity *)this,
                       (CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
  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)