CEntityFactory<CEnvEffectsScript>::Create
0x0068fb70 · 111 bytes · __thiscall
_ZN14CEntityFactoryI17CEnvEffectsScriptE6CreateEPKc
Decompiled
undefined (2 params)
/* CEntityFactory<CEnvEffectsScript>::Create(char const*) */
CBaseAnimating * __thiscall
CEntityFactory<CEnvEffectsScript>::Create(CEntityFactory<CEnvEffectsScript> *this,char *param_1)
{
CBaseAnimating *this_00;
uint in_stack_ffffffe8;
this_00 = CBaseEntity::operator_new((CBaseEntity *)0x140c,in_stack_ffffffe8);
/* try { // try from 0068fb89 to 0068fb8d has its CatchHandler @ 0068fbdf */
CBaseAnimating::CBaseAnimating(this_00);
*(undefined ***)this_00 = &PTR__CEnvEffectsScript_00c7d248;
*(undefined4 *)(this_00 + 0x13f8) = 0;
*(undefined4 *)(this_00 + 0x13fc) = 0;
*(undefined4 *)(this_00 + 0x1400) = 0;
*(undefined4 *)(this_00 + 0x1404) = 0;
*(undefined4 *)(this_00 + 0x1408) = 0;
CBaseEntity::PostConstructor((CBaseEntity *)this_00,param_1);
return this_00 + 0x24;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.