CEntityFactory<CGnome>::Create
0x00539f40 · 121 bytes · __thiscall
_ZN14CEntityFactoryI6CGnomeE6CreateEPKc
Decompiled
undefined (2 params)
/* CEntityFactory<CGnome>::Create(char const*) */
CTerrorWeapon * __thiscall
CEntityFactory<CGnome>::Create(CEntityFactory<CGnome> *this,char *param_1)
{
CTerrorWeapon *this_00;
uint in_stack_ffffffe8;
this_00 = CBaseEntity::operator_new((CBaseEntity *)0x17fc,in_stack_ffffffe8);
/* try { // try from 00539f59 to 00539f5d has its CatchHandler @ 00539fb9 */
CTerrorWeapon::CTerrorWeapon(this_00);
*(undefined ***)this_00 = &PTR__CGnome_00c397a8;
*(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_00c39ee8;
CBaseEntity::PostConstructor((CBaseEntity *)this_00,param_1);
return this_00 + 0x24;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.