CEntityFactory<CVomitJarProjectile>::Create
0x0057a000 · 91 bytes · __thiscall
_ZN14CEntityFactoryI19CVomitJarProjectileE6CreateEPKc
Decompiled
undefined (2 params)
/* CEntityFactory<CVomitJarProjectile>::Create(char const*) */
CBaseGrenade * __thiscall
CEntityFactory<CVomitJarProjectile>::Create(CEntityFactory<CVomitJarProjectile> *this,char *param_1)
{
CBaseGrenade *this_00;
uint in_stack_ffffffe8;
this_00 = CBaseEntity::operator_new((CBaseEntity *)0x1a7c,in_stack_ffffffe8);
/* try { // try from 0057a019 to 0057a01d has its CatchHandler @ 0057a05b */
CBaseGrenade::CBaseGrenade(this_00);
*(undefined ***)this_00 = &PTR__CVomitJarProjectile_00c53268;
*(undefined ***)(this_00 + 0x1a3c) = &PTR_OnAttemptPhysGunPickup_00c537f8;
*(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 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.