CEntityFactory<CLight>::Create
0x006e6430 · 69 bytes · __thiscall
_ZN14CEntityFactoryI6CLightE6CreateEPKc
Decompiled
undefined (2 params)
/* CEntityFactory<CLight>::Create(char const*) */
CBaseEntity * __thiscall CEntityFactory<CLight>::Create(CEntityFactory<CLight> *this,char *param_1)
{
CBaseEntity *this_00;
uint in_stack_ffffffe8;
this_00 = CBaseEntity::operator_new((CBaseEntity *)0x450,in_stack_ffffffe8);
/* try { // try from 006e6451 to 006e6455 has its CatchHandler @ 006e6475 */
CBaseEntity::CBaseEntity(this_00,false);
*(undefined ***)this_00 = &PTR__CLight_00c95888;
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.