L L4D2node

Charger::AllocatePlayerEntity

0x00a7b910 · 44 bytes · __cdecl

_ZN7Charger20AllocatePlayerEntityEP7edict_tPKc

Decompiled

undefined (2 params)

/* Charger::AllocatePlayerEntity(edict_t*, char const*) */

void Charger::AllocatePlayerEntity(edict_t *param_1,char *param_2)

{
  CBasePlayer::s_PlayerEdict = param_1;
  CreateEntityByName("charger",-1,true);
  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)