L L4D2node

CEntityFactory<CGasCan>::Create

0x005396c0 · 151 bytes · __thiscall

_ZN14CEntityFactoryI7CGasCanE6CreateEPKc

Decompiled

undefined (2 params)

/* CEntityFactory<CGasCan>::Create(char const*) */

CTerrorWeapon * __thiscall
CEntityFactory<CGasCan>::Create(CEntityFactory<CGasCan> *this,char *param_1)

{
  CTerrorWeapon *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x1830,in_stack_ffffffe8);
                    /* try { // try from 005396d9 to 005396dd has its CatchHandler @ 00539757 */
  CTerrorWeapon::CTerrorWeapon(this_00);
  *(undefined ***)this_00 = &PTR__CGasCan_00c38f68;
  *(undefined ***)(this_00 + 0x17e0) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this_00 + 0x17e4) = 0;
  *(undefined4 *)(this_00 + 0x17e8) = 0xbf800000;
  *(undefined4 *)(this_00 + 0x17f0) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x17f8) = 0xffffffff;
  *(undefined **)(this_00 + 0x1510) = &DAT_00c396a8;
  *(undefined4 *)(this_00 + 0x1804) = 0;
  *(undefined4 *)(this_00 + 0x1810) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x1814) = 0;
  CBaseEntity::PostConstructor((CBaseEntity *)this_00,param_1);
  return this_00 + 0x24;
}

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)