CEntityFactory<CFogTrigger>::Create
0x006a9d20 · 75 bytes · __thiscall
_ZN14CEntityFactoryI11CFogTriggerE6CreateEPKc
Decompiled
undefined (2 params)
/* CEntityFactory<CFogTrigger>::Create(char const*) */
CBaseTrigger * __thiscall
CEntityFactory<CFogTrigger>::Create(CEntityFactory<CFogTrigger> *this,char *param_1)
{
CBaseTrigger *this_00;
uint in_stack_ffffffe8;
this_00 = CBaseEntity::operator_new((CBaseEntity *)0x5c0,in_stack_ffffffe8);
/* try { // try from 006a9d39 to 006a9d3d has its CatchHandler @ 006a9d6b */
CBaseTrigger::CBaseTrigger(this_00);
*(undefined ***)this_00 = &PTR__CFogTrigger_00c88668;
/* try { // try from 006a9d4d to 006a9d51 has its CatchHandler @ 006a9d7d */
fogparams_t::fogparams_t((fogparams_t *)(this_00 + 0x56c));
(**(code **)(*(int *)this_00 + 0x78))(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.