L L4D2node

CEntityFactory<CSpitterProjectile>::Create

0x0055c8f0 · 91 bytes · __thiscall

_ZN14CEntityFactoryI18CSpitterProjectileE6CreateEPKc

Decompiled

undefined (2 params)

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

CBaseGrenade * __thiscall
CEntityFactory<CSpitterProjectile>::Create(CEntityFactory<CSpitterProjectile> *this,char *param_1)

{
  CBaseGrenade *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x1a80,in_stack_ffffffe8);
                    /* try { // try from 0055c909 to 0055c90d has its CatchHandler @ 0055c94b */
  CBaseGrenade::CBaseGrenade(this_00);
  *(undefined ***)this_00 = &PTR__CSpitterProjectile_00c4e988;
  *(undefined ***)(this_00 + 0x1a3c) = &PTR_OnAttemptPhysGunPickup_00c4ef18;
  *(undefined ***)(this_00 + 0x1a70) = &PTR_NetworkStateChanged_00c23e10;
  *(undefined4 *)(this_00 + 0x1a74) = 0xbf800000;
  CBaseCSGrenadeProjectile::PostConstructor((CBaseCSGrenadeProjectile *)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)