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 intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.