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 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.