L L4D2node

CEntityFactory<CGameWeaponManager>::Create

0x006d24a0 · 169 bytes · __thiscall

_ZN14CEntityFactoryI18CGameWeaponManagerE6CreateEPKc

Decompiled

undefined (2 params)

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

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

{
  CBaseEntity *this_00;
  uint in_stack_ffffffc8;
  CBaseEntity *local_20 [4];
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x464,in_stack_ffffffc8);
                    /* try { // try from 006d24c2 to 006d24c6 has its CatchHandler @ 006d2549 */
  CBaseEntity::CBaseEntity(this_00,false);
  *(undefined ***)this_00 = &PTR__CGameWeaponManager_00c91fe8;
  *(undefined4 *)(this_00 + 0x450) = 0;
  *(undefined4 *)(this_00 + 0x454) = 0;
  *(undefined4 *)(this_00 + 0x458) = 0;
  *(undefined4 *)(this_00 + 0x45c) = 0;
  *(undefined4 *)(this_00 + 0x460) = 0;
  *(undefined4 *)(this_00 + 0x448) = 0x3f800000;
  this_00[0x44c] = (CBaseEntity)0x0;
  local_20[0] = this_00;
                    /* try { // try from 006d252a to 006d252e has its CatchHandler @ 006d255b */
  CUtlVector<CGameWeaponManager*,CUtlMemory<CGameWeaponManager*,int>>::InsertBefore
            ((CUtlVector<CGameWeaponManager*,CUtlMemory<CGameWeaponManager*,int>> *)&g_Managers,
             DAT_00fe3594,(CGameWeaponManager **)local_20);
  (**(code **)(*(int *)this_00 + 0x78))(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)