L L4D2node

CEntityFactory<CCommentaryAuto>::Create

0x0064c7f0 · 159 bytes · __thiscall

_ZN14CEntityFactoryI15CCommentaryAutoE6CreateEPKc

Decompiled

undefined (2 params)

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

CBaseEntity * __thiscall
CEntityFactory<CCommentaryAuto>::Create(CEntityFactory<CCommentaryAuto> *this,char *param_1)

{
  CBaseEntity *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x488,in_stack_ffffffe8);
                    /* try { // try from 0064c811 to 0064c815 has its CatchHandler @ 0064c88f */
  CBaseEntity::CBaseEntity(this_00,false);
  *(undefined ***)this_00 = &PTR__CCommentaryAuto_00c6bba8;
  *(undefined4 *)(this_00 + 0x440) = 0;
  *(undefined4 *)(this_00 + 0x44c) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x450) = 0;
  *(undefined4 *)(this_00 + 0x458) = 0;
  *(undefined4 *)(this_00 + 0x464) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x468) = 0;
  *(undefined4 *)(this_00 + 0x470) = 0;
  *(undefined4 *)(this_00 + 0x47c) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x480) = 0;
  CBaseEntity::PostConstructor(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)