CEntityFactory<CEnvEntityMaker>::Create
0x00691b10 · 149 bytes · __thiscall
_ZN14CEntityFactoryI15CEnvEntityMakerE6CreateEPKc
Decompiled
undefined (2 params)
/* CEntityFactory<CEnvEntityMaker>::Create(char const*) */
CBaseEntity * __thiscall
CEntityFactory<CEnvEntityMaker>::Create(CEntityFactory<CEnvEntityMaker> *this,char *param_1)
{
CBaseEntity *this_00;
uint in_stack_ffffffe8;
this_00 = CBaseEntity::operator_new((CBaseEntity *)0x4b8,in_stack_ffffffe8);
/* try { // try from 00691b31 to 00691b35 has its CatchHandler @ 00691ba5 */
CBaseEntity::CBaseEntity(this_00,false);
*(undefined ***)this_00 = &PTR__CEnvEntityMaker_00c7da68;
*(undefined4 *)(this_00 + 0x458) = 0xffffffff;
*(undefined4 *)(this_00 + 0x45c) = 0xffffffff;
*(undefined4 *)(this_00 + 0x488) = 0;
*(undefined4 *)(this_00 + 0x494) = 0xffffffff;
*(undefined4 *)(this_00 + 0x498) = 0;
*(undefined4 *)(this_00 + 0x4a0) = 0;
*(undefined4 *)(this_00 + 0x4ac) = 0xffffffff;
*(undefined4 *)(this_00 + 0x4b0) = 0;
CBaseEntity::PostConstructor(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.