L L4D2node

VScript_ParseEntity

0x00b46860 · 82 bytes · __regparm3

_ZL19VScript_ParseEntityPKcP9HSCRIPT__

Decompiled

undefined (2 params)

/* VScript_ParseEntity(char const*, HSCRIPT__*) */

CBaseEntity * __regparm3 VScript_ParseEntity(char *param_1,HSCRIPT__ *param_2)

{
  CBaseEntity *pCVar1;
  
  pCVar1 = (CBaseEntity *)CreateEntityByName(param_1,-1,true);
  if (pCVar1 == (CBaseEntity *)0x0) {
    Warning("Cannot spawn entity %s\n",param_1);
    pCVar1 = (CBaseEntity *)0x0;
  }
  else {
    ParseTable(pCVar1,param_2,(char *)0x0);
  }
  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)