L L4D2node

CEntityFactory<CPhysicsCannister>::Create

0x00789410 · 161 bytes · __thiscall

_ZN14CEntityFactoryI17CPhysicsCannisterE6CreateEPKc

Decompiled

undefined (2 params)

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

CBaseCombatCharacter * __thiscall
CEntityFactory<CPhysicsCannister>::Create(CEntityFactory<CPhysicsCannister> *this,char *param_1)

{
  CBaseCombatCharacter *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x1acc,in_stack_ffffffe8);
                    /* try { // try from 00789429 to 0078942d has its CatchHandler @ 007894b1 */
  CBaseCombatCharacter::CBaseCombatCharacter(this_00);
  *(undefined ***)this_00 = &PTR__CPhysicsCannister_00cb1928;
  *(undefined ***)(this_00 + 0x1a3c) = &PTR_OnAttemptPhysGunPickup_00cb1eb8;
  *(undefined ***)(this_00 + 0x1a4c) = &PTR_Simulate_00cb18f0;
  *(undefined4 *)(this_00 + 0x1a90) = 0;
  *(undefined4 *)(this_00 + 0x1a9c) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x1aa0) = 0;
  *(undefined4 *)(this_00 + 0x1aa8) = 0;
  *(undefined4 *)(this_00 + 0x1ab4) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x1ab8) = 0;
  *(undefined4 *)(this_00 + 0x1ac0) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x1ac8) = 0xffffffff;
  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)