Script_SpawnEntityFromTable
0x00b46900 · 87 bytes · __cdecl
_ZL27Script_SpawnEntityFromTablePKcP9HSCRIPT__
Decompiled
undefined (2 params)
/* Script_SpawnEntityFromTable(char const*, HSCRIPT__*) */
undefined4 Script_SpawnEntityFromTable(char *param_1,HSCRIPT__ *param_2)
{
CBaseEntity *this;
undefined4 uVar1;
this = (CBaseEntity *)ScriptCreateEntityFromTable(param_1,param_2);
if (this != (CBaseEntity *)0x0) {
(**(code **)(*(int *)this + 0x6c))(this);
DispatchSpawn(this,true);
(**(code **)(*(int *)this + 0x94))(this);
uVar1 = CBaseEntity::GetScriptInstance(this);
return uVar1;
}
return 0;
}
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.