spawn.entities
Methods and entrypoints for spawn.entities.
sc_spawn_service_v1
Section titled “sc_spawn_service_v1”Source: sc_spawn.h, implementation, layout pin.
1.0 is 40 bytes; 1.1 appends entity_alive (48); 1.2 appends mover/spawn_as (64). Game-thread failures return 0/ID 0 or a borrowed reason string, not sco_result. Fresh ID exists before streaming completes; alive must be checked on later ticks. spawn_as ownership is movement bookkeeping, not the actor/entity services’ auto-despawn guarantee. Its implementation can spawn successfully and then fail tracking; do not treat every non-NULL reason as “nothing spawned.” Whether a product registers player vehicles is product-specific, not established by this table or older header commentary. See spawn service.