CPointTemplate::CreationComplete
0x007dfdd0 · 46 bytes · __thiscall
_ZN14CPointTemplate16CreationCompleteERK10CUtlVectorIP11CBaseEntity10CUtlMemoryIS2_iEE
Decompiled
undefined (2 params)
/* CPointTemplate::CreationComplete(CUtlVector<CBaseEntity*, CUtlMemory<CBaseEntity*, int> > const&)
*/
void __thiscall CPointTemplate::CreationComplete(CPointTemplate *this,CUtlVector *param_1)
{
if (*(int *)(param_1 + 0xc) == 0) {
return;
}
ScriptPostSpawn((CScriptScopeT *)(this + 1000),*(CBaseEntity ***)param_1,*(int *)(param_1 + 0xc));
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.