L L4D2node

CEntityFactory<CRotorWashShooter>::Create

0x00676430 · 89 bytes · __thiscall

_ZN14CEntityFactoryI17CRotorWashShooterE6CreateEPKc

Decompiled

undefined (2 params)

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

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

{
  CBaseEntity *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x4a0,in_stack_ffffffe8);
                    /* try { // try from 00676451 to 00676455 has its CatchHandler @ 00676489 */
  CBaseEntity::CBaseEntity(this_00,false);
  *(undefined ***)this_00 = &PTR__CRotorWashShooter_00c72dc8;
  *(undefined4 *)(this_00 + 0x488) = 0x3f800000;
  *(undefined **)(this_00 + 0x48c) = &DAT_00c730fc;
  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)