L L4D2node

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 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)