L L4D2node

CreatePlayerLoadSave

0x007b3b30 · 119 bytes · __cdecl

_Z20CreatePlayerLoadSave6Vectorfff

Decompiled

undefined (4 params)

/* CreatePlayerLoadSave(Vector, float, float, float) */

CBaseEntity * CreatePlayerLoadSave(void)

{
  CBaseEntity *pCVar1;
  undefined4 in_stack_00000010;
  undefined4 in_stack_00000014;
  undefined4 in_stack_00000018;
  
  pCVar1 = (CBaseEntity *)CreateEntityByName("player_loadsaved",-1,true);
  if (pCVar1 != (CBaseEntity *)0x0) {
    UTIL_SetOrigin(pCVar1,(Vector *)&stack0x00000004,false);
    (**(code **)(*(int *)pCVar1 + 100))(pCVar1);
    *(undefined4 *)(pCVar1 + 0x444) = in_stack_00000010;
    *(undefined4 *)(pCVar1 + 0x448) = in_stack_00000014;
    *(undefined4 *)(pCVar1 + 0x440) = in_stack_00000018;
  }
  return pCVar1;
}

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)