L L4D2node

CEntityFactory<CLogicCase>::Create

0x006ed440 · 159 bytes · __thiscall

_ZN14CEntityFactoryI10CLogicCaseE6CreateEPKc

Decompiled

undefined (2 params)

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

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

{
  CBaseEntity *this_00;
  CBaseEntity *pCVar1;
  CBaseEntity *pCVar2;
  uint in_stack_ffffffd8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x630,in_stack_ffffffd8);
                    /* try { // try from 006ed462 to 006ed466 has its CatchHandler @ 006ed4df */
  CBaseEntity::CBaseEntity(this_00,true);
  *(undefined ***)this_00 = &PTR__CLogicCase_00c9a0c8;
  pCVar1 = this_00 + 0x498;
  do {
    *(undefined4 *)pCVar1 = 0;
    pCVar2 = pCVar1 + 0x18;
    *(undefined4 *)(this_00 + (int)(pCVar1 + (0x4a4 - (int)(this_00 + 0x498)))) = 0xffffffff;
    *(undefined4 *)(pCVar1 + 0x10) = 0;
    pCVar1 = pCVar2;
  } while (pCVar2 != this_00 + 0x618);
  *(undefined4 *)(this_00 + 0x618) = 0;
  *(undefined4 *)(this_00 + 0x624) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x628) = 0;
  (**(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)