RememberInitialEntityPositions
0x006f0280 · 56 bytes · __cdecl
_Z30RememberInitialEntityPositionsiP19HierarchicalSpawn_t
Decompiled
undefined (2 params)
/* RememberInitialEntityPositions(int, HierarchicalSpawn_t*) */
void RememberInitialEntityPositions(int param_1,HierarchicalSpawn_t *param_2)
{
int iVar1;
iVar1 = 0;
if (0 < param_1) {
do {
if (*(CBaseEntity **)param_2 != (CBaseEntity *)0x0) {
NWCEdit::RememberEntityPosition(*(CBaseEntity **)param_2);
}
iVar1 = iVar1 + 1;
param_2 = param_2 + 0x10;
} while (iVar1 != param_1);
}
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.