L L4D2node

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 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)