L L4D2node

CBaseEntity::CreateDataObject

0x004751e0 · 56 bytes · __thiscall

_ZN11CBaseEntity16CreateDataObjectEi

Decompiled

undefined (2 params)

/* CBaseEntity::CreateDataObject(int) */

undefined4 __thiscall CBaseEntity::CreateDataObject(CBaseEntity *this,int param_1)

{
  undefined4 uVar1;
  
  *(uint *)(this + 0x3cc) = *(uint *)(this + 0x3cc) | 1 << ((byte)param_1 & 0x1f);
  if (((uint)param_1 < 0x20) &&
     (*(int **)(g_DataObjectAccessSystem + param_1 * 4 + 0xc) != (int *)0x0)) {
                    /* WARNING: Could not emulate address calculation at 0x004751fb */
                    /* WARNING: Treating indirect jump as call */
    uVar1 = (**(code **)(**(int **)(g_DataObjectAccessSystem + param_1 * 4 + 0xc) + 0xc))();
    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)