Spawn Reference

Name → spawn-key reference for the two engine calls you drive by name: Pg.Spawn("<name>", x, y, z[, yaw]) to spawn a template, and Pg.GetGuidByName("<name>") to resolve an existing/template entity (how the shipped scripts hand a character a weapon: Human.Inventory.SetAllWeapons(uChar, { w })).

These are the spawn-oriented companion to Hash Lookup — that page is the complete 6119-row name→hash table (every asset, spawnable or not); the pages here are filtered, task-focused slices. The full template list itself already lives on Hash Lookup, so it isn’t duplicated here.

Provenance / caveats. Names and keys come from the same spawnable_templates.csv export behind Hash Lookup, cross-referenced against real Pg.Spawn / Pg.GetGuidByName call sites in the decompiled scripts. They’re static-derived — cross-referenced, not each individually live-tested — except Weapons, which is trimmed to only the subset actually Pg.Spawn‘d in-game and confirmed to drop as a pickup. One known data-quality gotcha: the export’s is_vehicle flag is unreliable for watercraft — LCUR, MarkV, Cutter, and Barco are all flagged is_vehicle=0 despite being drivable boats — so the vehicle pages (built from that flag) miss some boats. For boats, cross-check the full table on Hash Lookup.

The Template key column is the export’s value_hex (the 0x8000XXXX-shaped entity/template key), shown here because it’s the spawn-relevant key and complements Hash Lookup’s name-hash column.

Pages

Page Rows What
Drivable Vehicles 115 Curated, junk-filtered, variant-collapsed — the shortlist to actually drive
All Vehicles 1060 Every is_vehicle=1 template (variants + some non-drivable noise)
Weapons 46 Confirmed spawnable weapon templates (live-tested), given via SetAllWeapons
Pg.Spawn Call Sites 76 Every string the shipped scripts actually pass to Pg.Spawn / SpawnOrdnance
Names Resolved by Name 556 Every Pg.GetGuidByName string — weapons, NPCs, vehicles, level locations

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