L L4D2node

UTIL_LoadAndSpawnEntitiesFromScript

0x00b2f9d0 · 481 bytes · __cdecl

_Z35UTIL_LoadAndSpawnEntitiesFromScriptR10CUtlVectorIP11CBaseEntity10CUtlMemoryIS1_iEEPKcS7_b

Decompiled

undefined (4 params)

/* UTIL_LoadAndSpawnEntitiesFromScript(CUtlVector<CBaseEntity*, CUtlMemory<CBaseEntity*, int> >&,
   char const*, char const*, bool) */

char UTIL_LoadAndSpawnEntitiesFromScript
               (CUtlVector *param_1,char *param_2,char *param_3,bool param_4)

{
  int *piVar1;
  char cVar2;
  undefined1 uVar3;
  KeyValues *pKVar4;
  IBaseFileSystem *pIVar5;
  char *pcVar6;
  KeyValues *this;
  int iVar7;
  uint in_stack_ffffffb8;
  CBaseEntity *local_20 [4];
  
  pKVar4 = KeyValues::operator_new((KeyValues *)0x2c,in_stack_ffffffb8);
                    /* try { // try from 00b2fa0a to 00b2fa0e has its CatchHandler @ 00b2fbb5 */
  KeyValues::KeyValues(pKVar4,param_3,(IKeyValuesSystem *)0x0,false);
  pIVar5 = (IBaseFileSystem *)0x0;
  if (filesystem != 0) {
    pIVar5 = (IBaseFileSystem *)(filesystem + 4);
  }
  cVar2 = KeyValues::LoadFromFile(pKVar4,pIVar5,param_2,"GAME");
  if (cVar2 != '\0') {
    for (pKVar4 = (KeyValues *)KeyValues::GetFirstSubKey(pKVar4); pKVar4 != (KeyValues *)0x0;
        pKVar4 = (KeyValues *)KeyValues::GetNextKey(pKVar4)) {
      pcVar6 = (char *)KeyValues::GetName(pKVar4);
      iVar7 = _V_stricmp(pcVar6,"entity");
      if (iVar7 == 0) {
        this = (KeyValues *)KeyValues::FindKey(pKVar4,"classname",false);
        if (this != (KeyValues *)0x0) {
          pcVar6 = (char *)KeyValues::GetString(this,(char *)0x0,"");
        }
        local_20[0] = (CBaseEntity *)CreateEntityByName(pcVar6,-1,true);
        if (local_20[0] == (CBaseEntity *)0x0) {
          Warning("UTIL_LoadAndSpawnEntitiesFromScript: Failed to spawn entity, type: \'%s\'\n",
                  pcVar6);
        }
        else {
          LoadAndSpawnEntities_ParseEntKVBlockHelper(local_20[0],pKVar4);
          DispatchSpawn(local_20[0],true);
          CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>>::InsertBefore
                    ((CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>> *)param_1,
                     *(int *)(param_1 + 0xc),local_20);
        }
      }
    }
    if (param_4) {
      uVar3 = (**(code **)(*mdlcache + 0x84))(mdlcache,4,0);
      if (0 < *(int *)(param_1 + 0xc)) {
        iVar7 = 0;
        do {
          piVar1 = *(int **)(*(int *)param_1 + iVar7 * 4);
          iVar7 = iVar7 + 1;
          (**(code **)(*piVar1 + 0x94))(piVar1);
        } while (iVar7 < *(int *)(param_1 + 0xc));
      }
      (**(code **)(*mdlcache + 0x84))(mdlcache,4,uVar3);
      return cVar2;
    }
  }
  return cVar2;
}

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)