L L4D2node

CEntityFactory<FilterInfectedClass>::Create

0x0069cc70 · 129 bytes · __thiscall

_ZN14CEntityFactoryI19FilterInfectedClassE6CreateEPKc

Decompiled

undefined (2 params)

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

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

{
  CBaseEntity *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x478,in_stack_ffffffe8);
                    /* try { // try from 0069cc91 to 0069cc95 has its CatchHandler @ 0069ccf1 */
  CBaseEntity::CBaseEntity(this_00,true);
  *(undefined ***)this_00 = &PTR__FilterInfectedClass_00c84868;
  *(undefined4 *)(this_00 + 0x444) = 0;
  *(undefined4 *)(this_00 + 0x450) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x454) = 0;
  *(undefined4 *)(this_00 + 0x45c) = 0;
  *(undefined4 *)(this_00 + 0x468) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x46c) = 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)