CEntityFactory<CBreakableSurface>::Create
0x006bacc0 · 169 bytes · __thiscall
_ZN14CEntityFactoryI17CBreakableSurfaceE6CreateEPKc
Decompiled
undefined (2 params)
/* CEntityFactory<CBreakableSurface>::Create(char const*) */
CBaseEntity * __thiscall
CEntityFactory<CBreakableSurface>::Create(CEntityFactory<CBreakableSurface> *this,char *param_1)
{
CBaseEntity *this_00;
uint in_stack_ffffffe8;
this_00 = CBaseEntity::operator_new((CBaseEntity *)0xa6c,in_stack_ffffffe8);
/* try { // try from 006bace1 to 006bace5 has its CatchHandler @ 006bad69 */
CBaseEntity::CBaseEntity(this_00,false);
*(undefined ***)this_00 = &PTR__CBreakableSurface_00c8bc68;
*(undefined4 *)(this_00 + 0x450) = 0xffffffff;
*(undefined4 *)(this_00 + 0x48c) = 0;
*(undefined4 *)(this_00 + 0x498) = 0xffffffff;
*(undefined4 *)(this_00 + 0x49c) = 0;
*(undefined4 *)(this_00 + 0x4a4) = 0;
*(undefined4 *)(this_00 + 0x4b0) = 0xffffffff;
*(undefined4 *)(this_00 + 0x4b4) = 0;
*(undefined4 *)(this_00 + 0x4f0) = 0xffffffff;
*(undefined ***)(this_00 + 0x440) = &PTR_SetDmgModBullet_00c8c03c;
*(undefined ***)(this_00 + 0x444) = &PTR_OnAttemptPhysGunPickup_00c8c0e0;
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.