L L4D2node

CEntityFactory<CLogicGameEvent>::Create

0x006ecb90 · 69 bytes · __thiscall

_ZN14CEntityFactoryI15CLogicGameEventE6CreateEPKc

Decompiled

undefined (2 params)

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

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

{
  CBaseEntity *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)&DAT_00000444,in_stack_ffffffe8);
                    /* try { // try from 006ecbb1 to 006ecbb5 has its CatchHandler @ 006ecbd5 */
  CBaseEntity::CBaseEntity(this_00,true);
  *(undefined ***)this_00 = &PTR__CLogicGameEvent_00c9b848;
  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)