L L4D2node

CEntityFactory<CPointCommentaryNode>::Create

0x0064c730 · 161 bytes · __thiscall

_ZN14CEntityFactoryI20CPointCommentaryNodeE6CreateEPKc

Decompiled

undefined (2 params)

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

CBaseAnimating * __thiscall
CEntityFactory<CPointCommentaryNode>::Create
          (CEntityFactory<CPointCommentaryNode> *this,char *param_1)

{
  CBaseAnimating *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x149c,in_stack_ffffffe8);
                    /* try { // try from 0064c749 to 0064c74d has its CatchHandler @ 0064c7d1 */
  CBaseAnimating::CBaseAnimating(this_00);
  *(undefined ***)this_00 = &PTR__CPointCommentaryNode_00c6b3a8;
  *(undefined4 *)(this_00 + 0x1408) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x140c) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x1414) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x1418) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x1458) = 0;
  *(undefined4 *)(this_00 + 0x1464) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x1468) = 0;
  *(undefined4 *)(this_00 + 0x1470) = 0;
  *(undefined4 *)(this_00 + 0x147c) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x1480) = 0;
  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)