L L4D2node

CEntityFactory<CRotButton>::Create

0x0063ac20 · 231 bytes · __thiscall

_ZN14CEntityFactoryI10CRotButtonE6CreateEPKc

Decompiled

undefined (2 params)

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

CBaseToggle * __thiscall
CEntityFactory<CRotButton>::Create(CEntityFactory<CRotButton> *this,char *param_1)

{
  CBaseToggle *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x590,in_stack_ffffffe8);
                    /* try { // try from 0063ac39 to 0063ac3d has its CatchHandler @ 0063ad07 */
  CBaseToggle::CBaseToggle(this_00);
  *(undefined ***)this_00 = &PTR__CRotButton_00c66d48;
  *(undefined ***)(this_00 + 0x4c8) = &PTR_GetDataDescMap_00cc4958;
  *(undefined4 *)(this_00 + 0x508) = 0;
  *(undefined4 *)(this_00 + 0x514) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x518) = 0;
  *(undefined4 *)(this_00 + 0x520) = 0;
  *(undefined4 *)(this_00 + 0x52c) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x530) = 0;
  *(undefined4 *)(this_00 + 0x538) = 0;
  *(undefined4 *)(this_00 + 0x544) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x548) = 0;
  *(undefined4 *)(this_00 + 0x550) = 0;
  *(undefined4 *)(this_00 + 0x55c) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x560) = 0;
  *(undefined4 *)(this_00 + 0x568) = 0;
  *(undefined4 *)(this_00 + 0x574) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x578) = 0;
  *(undefined4 *)(this_00 + 0x588) = 0xffffffff;
  CBaseEntity::PostConstructor((CBaseEntity *)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)