L L4D2node

CBaseEntity::PostConstructor

0x005ffa60 · 230 bytes · __thiscall

_ZN11CBaseEntity15PostConstructorEPKc

Decompiled

undefined (2 params)

/* CBaseEntity::PostConstructor(char const*) */

void __thiscall CBaseEntity::PostConstructor(CBaseEntity *this,char *param_1)

{
  IHandleEntity local_2c [28];
  undefined4 local_10 [2];
  
  if (param_1 != (char *)0x0) {
    AllocPooledString((char *)local_10);
    *(undefined4 *)(this + 0x7c) = local_10[0];
  }
  if ((*(uint *)(this + 0x14c) & 0x200) == 0) {
    if ((*(uint *)(this + 0x14c) & 0x400) == 0) {
      CServerNetworkProperty::AttachEdict
                ((CServerNetworkProperty *)(this + 0x24),g_pForceAttachEdict);
      g_pForceAttachEdict = (edict_t *)0x0;
    }
    if (*(int *)(this + 0x30) != 0) {
      CBaseEntityList::AddNetworkableEntity(local_2c,0xfcb140,(int)this);
      if (*(int *)(this + 0x30) != 0) {
        *(CBaseEntity **)(*(int *)(this + 0x30) + 8) = this + 0x24;
      }
    }
    (**(code **)(*(int *)this + 0x74))(this);
  }
  else {
    CBaseEntityList::AddNonNetworkableEntity(local_2c);
  }
  CheckHasThinkFunction(this,false);
  CheckHasGamePhysicsSimulation(this);
  return;
}

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)