L L4D2node

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 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)