L L4D2node

CEnvEntityMaker::InputForceSpawnAtEntityOrigin

0x00691820 · 217 bytes · __thiscall

_ZN15CEnvEntityMaker29InputForceSpawnAtEntityOriginER11inputdata_t

Decompiled

undefined (2 params)

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

void __thiscall
CEnvEntityMaker::InputForceSpawnAtEntityOrigin(CEnvEntityMaker *this,inputdata_t *param_1)

{
  CBaseEntity *pCVar1;
  char *pcVar2;
  CBaseEntity *pCVar3;
  
  pCVar3 = *(CBaseEntity **)(param_1 + 4);
  pCVar1 = *(CBaseEntity **)param_1;
  if (*(int *)(param_1 + 0x18) == 2) {
    pcVar2 = "";
    if (*(char **)(param_1 + 8) != (char *)0x0) {
      pcVar2 = *(char **)(param_1 + 8);
    }
  }
  else {
    pcVar2 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
  }
  pCVar3 = (CBaseEntity *)
           CGlobalEntityList::FindEntityByName
                     ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar2,(CBaseEntity *)this,
                      pCVar1,pCVar3,(IEntityFindFilter *)0x0);
  if (pCVar3 != (CBaseEntity *)0x0) {
    if ((((byte)pCVar3[0x14d] & 8) != 0) &&
       (CBaseEntity::CalcAbsolutePosition(pCVar3), ((byte)pCVar3[0x14d] & 8) != 0)) {
      CBaseEntity::CalcAbsolutePosition(pCVar3);
    }
    SpawnEntity(this,*(undefined4 *)(pCVar3 + 0x2e0),*(undefined4 *)(pCVar3 + 0x2e4),
                *(undefined4 *)(pCVar3 + 0x2e8),*(undefined4 *)(pCVar3 + 0x37c),
                *(undefined4 *)(pCVar3 + 0x380),*(undefined4 *)(pCVar3 + 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)