CreateEntityByName
0x006efee0 · 156 bytes · __cdecl
_Z18CreateEntityByNamePKcib
Decompiled
undefined (3 params)
/* CreateEntityByName(char const*, int, bool) */
CBaseEntity * CreateEntityByName(char *param_1,int param_2,bool param_3)
{
int *piVar1;
CBaseEntity *pCVar2;
if (param_2 != -1) {
g_pForceAttachEdict = (**(code **)(*engine + 0x58))(engine,param_2);
if (g_pForceAttachEdict == 0) {
Error("CreateEntityByName( %s, %d ) - CreateEdict failed.",param_1,param_2);
}
}
piVar1 = (int *)EntityFactoryDictionary();
piVar1 = (int *)(**(code **)(*piVar1 + 4))(piVar1,param_1);
g_pForceAttachEdict = 0;
if (piVar1 == (int *)0x0) {
pCVar2 = (CBaseEntity *)0x0;
}
else {
pCVar2 = (CBaseEntity *)(**(code **)(*piVar1 + 0x1c))(piVar1);
if (param_3) {
CGlobalEntityList::NotifyCreateEntity((CGlobalEntityList *)gEntList,pCVar2);
return pCVar2;
}
}
return pCVar2;
}
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.