L L4D2node

InternalFactory

0x00057c90 · 84 bytes · __cdecl

_ZL15InternalFactoryPKcPi

Decompiled

undefined (2 params)

/* InternalFactory(char const*, int*) */

void InternalFactory(char *param_1,int *param_2)

{
  int iVar1;
  code *pcVar2;
  
  if (param_2 != (int *)0x0) {
    *param_2 = 0;
  }
  if ((s_pfnDelegateFactory != (code *)0x0) &&
     (iVar1 = (*s_pfnDelegateFactory)(param_1,param_2), iVar1 != 0)) {
    return;
  }
  pcVar2 = (code *)Sys_GetFactoryThis();
  iVar1 = (*pcVar2)(param_1,param_2);
  if ((iVar1 == 0) && (param_2 != (int *)0x0)) {
    *param_2 = 1;
  }
  return;
}

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)