L L4D2node

CPointScriptTemplate::CreationComplete

0x007dfe10 · 46 bytes · __thiscall

_ZN20CPointScriptTemplate16CreationCompleteERK10CUtlVectorIP11CBaseEntity10CUtlMemoryIS2_iEE

Decompiled

undefined (2 params)

/* CPointScriptTemplate::CreationComplete(CUtlVector<CBaseEntity*, CUtlMemory<CBaseEntity*, int> >
   const&) */

void __thiscall
CPointScriptTemplate::CreationComplete(CPointScriptTemplate *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 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)