ScriptCreateEntityFromTable
0x00b468c0 · 51 bytes · __cdecl
_Z27ScriptCreateEntityFromTablePKcP9HSCRIPT__
Decompiled
undefined (2 params)
/* ScriptCreateEntityFromTable(char const*, HSCRIPT__*) */
CBaseEntity * ScriptCreateEntityFromTable(char *param_1,HSCRIPT__ *param_2)
{
CBaseEntity *pCVar1;
pCVar1 = (CBaseEntity *)VScript_ParseEntity(param_1,param_2);
CDirectorChallengeMode::RecordScriptSpawnedEntity
(*(CDirectorChallengeMode **)(TheDirector + 0x648),pCVar1);
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.