CEntityFactory<CSmokerClaw>::Create
0x00559d10 · 71 bytes · __thiscall
_ZN14CEntityFactoryI11CSmokerClawE6CreateEPKc
Decompiled
undefined (2 params)
/* CEntityFactory<CSmokerClaw>::Create(char const*) */
CClaw * __thiscall
CEntityFactory<CSmokerClaw>::Create(CEntityFactory<CSmokerClaw> *this,char *param_1)
{
CClaw *this_00;
uint in_stack_ffffffe8;
this_00 = CBaseEntity::operator_new((CBaseEntity *)0x17dc,in_stack_ffffffe8);
/* try { // try from 00559d29 to 00559d2d has its CatchHandler @ 00559d57 */
CClaw::CClaw(this_00);
*(undefined ***)this_00 = &PTR__CSmokerClaw_00c4b628;
*(undefined **)(this_00 + 0x1510) = &DAT_00c4bd3c;
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.