L L4D2node

CEntityFactory<CParticleFire>::Create

0x0076ecb0 · 61 bytes · __thiscall

_ZN14CEntityFactoryI13CParticleFireE6CreateEPKc

Decompiled

undefined (2 params)

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

CBaseParticleEntity * __thiscall
CEntityFactory<CParticleFire>::Create(CEntityFactory<CParticleFire> *this,char *param_1)

{
  CBaseParticleEntity *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)&DAT_00000458,in_stack_ffffffe8);
                    /* try { // try from 0076ecc9 to 0076eccd has its CatchHandler @ 0076eced */
  CBaseParticleEntity::CBaseParticleEntity(this_00);
  *(undefined ***)this_00 = &PTR__CParticleFire_00cab2a8;
  CBaseEntity::PostConstructor((CBaseEntity *)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)