L L4D2node

CEntityFactory<CFinaleTrigger>::CEntityFactory

0x004ead60 · 45 bytes · __thiscall

_ZN14CEntityFactoryI14CFinaleTriggerEC2EPKc

Decompiled

undefined (2 params)

/* CEntityFactory<CFinaleTrigger>::CEntityFactory(char const*) */

void __thiscall
CEntityFactory<CFinaleTrigger>::CEntityFactory(CEntityFactory<CFinaleTrigger> *this,char *param_1)

{
  undefined4 *puVar1;
  
  *(undefined ***)this = &PTR_Create_00c26630;
  puVar1 = (undefined4 *)EntityFactoryDictionary();
  (**(code **)*puVar1)(puVar1,this,param_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)