L L4D2node

CEntityFactory<CPathKeyFrame>::Create

0x006f8650 · 69 bytes · __thiscall

_ZN14CEntityFactoryI13CPathKeyFrameE6CreateEPKc

Decompiled

undefined (2 params)

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

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

{
  CBaseEntity *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x47c,in_stack_ffffffe8);
                    /* try { // try from 006f8671 to 006f8675 has its CatchHandler @ 006f8695 */
  CBaseEntity::CBaseEntity(this_00,true);
  *(undefined ***)this_00 = &PTR__CPathKeyFrame_00ca0848;
  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)