L L4D2node

CEntityFactory<CGameUI>::Create

0x006d3860 · 629 bytes · __thiscall

_ZN14CEntityFactoryI7CGameUIE6CreateEPKc

Decompiled

undefined (2 params)

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

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

{
  CBaseEntity *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x604,in_stack_ffffffe8);
                    /* try { // try from 006d3881 to 006d3885 has its CatchHandler @ 006d3ad5 */
  CBaseEntity::CBaseEntity(this_00,false);
  *(undefined ***)this_00 = &PTR__CGameUI_00c92668;
  *(undefined4 *)(this_00 + 0x444) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x448) = 0;
  *(undefined4 *)(this_00 + 0x454) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x458) = 0;
  *(undefined4 *)(this_00 + 0x460) = 0;
  *(undefined4 *)(this_00 + 0x46c) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x470) = 0;
  *(undefined4 *)(this_00 + 0x478) = 0;
  *(undefined4 *)(this_00 + 0x484) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x488) = 0;
  *(undefined4 *)(this_00 + 0x490) = 0;
  *(undefined4 *)(this_00 + 0x49c) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x4a0) = 0;
  *(undefined4 *)(this_00 + 0x4a8) = 0;
  *(undefined4 *)(this_00 + 0x4b4) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x4b8) = 0;
  *(undefined4 *)(this_00 + 0x4c0) = 0;
  *(undefined4 *)(this_00 + 0x4cc) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x4d0) = 0;
  *(undefined4 *)(this_00 + 0x4d8) = 0;
  *(undefined4 *)(this_00 + 0x4e4) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x4e8) = 0;
  *(undefined4 *)(this_00 + 0x4f0) = 0;
  *(undefined4 *)(this_00 + 0x4fc) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x500) = 0;
  *(undefined4 *)(this_00 + 0x508) = 0;
  *(undefined4 *)(this_00 + 0x514) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x518) = 0;
  *(undefined4 *)(this_00 + 0x520) = 0;
  *(undefined4 *)(this_00 + 0x52c) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x530) = 0;
  *(undefined4 *)(this_00 + 0x538) = 0;
  *(undefined4 *)(this_00 + 0x544) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x548) = 0;
  *(undefined4 *)(this_00 + 0x550) = 0;
  *(undefined4 *)(this_00 + 0x55c) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x560) = 0;
  *(undefined4 *)(this_00 + 0x568) = 0;
  *(undefined4 *)(this_00 + 0x574) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x578) = 0;
  *(undefined4 *)(this_00 + 0x580) = 0;
  *(undefined4 *)(this_00 + 0x58c) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x590) = 0;
  *(undefined4 *)(this_00 + 0x598) = 0;
  *(undefined4 *)(this_00 + 0x5a4) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x5a8) = 0;
  *(undefined4 *)(this_00 + 0x5b0) = 0;
  *(undefined4 *)(this_00 + 0x5bc) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x5c0) = 0;
  *(undefined4 *)(this_00 + 0x5c8) = 0;
  *(undefined4 *)(this_00 + 0x5d4) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x5d8) = 0;
  *(undefined4 *)(this_00 + 0x5e0) = 0;
  *(undefined4 *)(this_00 + 0x5ec) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x5f0) = 0;
  *(undefined4 *)(this_00 + 0x600) = 0xffffffff;
  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)