L L4D2node

CEnvEntityMaker::InputForceSpawn

0x00691750 · 181 bytes · __cdecl

_ZN15CEnvEntityMaker15InputForceSpawnER11inputdata_t

Decompiled

undefined (1 param)

/* CEnvEntityMaker::InputForceSpawn(inputdata_t&) */

void CEnvEntityMaker::InputForceSpawn(inputdata_t *param_1)

{
  char cVar1;
  int iVar2;
  uint uVar3;
  
  iVar2 = FindTemplate((CEnvEntityMaker *)param_1);
  if (iVar2 != 0) {
    uVar3 = *(uint *)(param_1 + 0x148);
    if ((uVar3 & 8) != 0) {
      cVar1 = HasRoomToSpawn((CEnvEntityMaker *)param_1);
      if (cVar1 == '\0') goto LAB_006917cc;
      uVar3 = *(uint *)(param_1 + 0x148);
    }
    if (((uVar3 & 0x10) != 0) &&
       (cVar1 = IsPlayerLooking((CEnvEntityMaker *)param_1), cVar1 != '\0')) {
LAB_006917cc:
      COutputEvent::FireOutput
                ((COutputEvent *)(param_1 + 0x4a0),(CBaseEntity *)param_1,(CBaseEntity *)param_1,0.0
                );
      return;
    }
    SpawnEntity(param_1,vec3_invalid,DAT_01053d24,DAT_01053d28,vec3_angle,DAT_01053d40,DAT_01053d44)
    ;
  }
  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)