CEntityFactory<CPropMountedGun>::CEntityFactory
0x00550b70 · 45 bytes · __thiscall
_ZN14CEntityFactoryI15CPropMountedGunEC1EPKc
Decompiled
undefined (2 params)
/* CEntityFactory<CPropMountedGun>::CEntityFactory(char const*) */
void __thiscall
CEntityFactory<CPropMountedGun>::CEntityFactory(CEntityFactory<CPropMountedGun> *this,char *param_1)
{
undefined4 *puVar1;
*(undefined ***)this = &PTR_Create_00c422b0;
puVar1 = (undefined4 *)EntityFactoryDictionary();
(**(code **)*puVar1)(puVar1,this,param_1);
return;
}
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.