CEntityFactory<CMultiSource>::Create
0x006ed500 · 132 bytes · __thiscall
_ZN14CEntityFactoryI12CMultiSourceE6CreateEPKc
Decompiled
undefined (2 params)
/* CEntityFactory<CMultiSource>::Create(char const*) */
CBaseEntity * __thiscall
CEntityFactory<CMultiSource>::Create(CEntityFactory<CMultiSource> *this,char *param_1)
{
CBaseEntity *this_00;
CBaseEntity *pCVar1;
uint in_stack_ffffffe8;
this_00 = CBaseEntity::operator_new((CBaseEntity *)0x560,in_stack_ffffffe8);
/* try { // try from 006ed521 to 006ed525 has its CatchHandler @ 006ed584 */
CBaseEntity::CBaseEntity(this_00,true);
*(undefined ***)this_00 = &PTR__CMultiSource_00c99a08;
pCVar1 = this_00 + 0x440;
do {
*(undefined4 *)pCVar1 = 0xffffffff;
pCVar1 = pCVar1 + 4;
} while (pCVar1 != this_00 + 0x4c0);
*(undefined4 *)(this_00 + 0x540) = 0;
*(undefined4 *)(this_00 + 0x54c) = 0xffffffff;
*(undefined4 *)(this_00 + 0x550) = 0;
(**(code **)(*(int *)this_00 + 0x78))(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.