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 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.