L L4D2node

CEntityFactory<CPhysBox>::Create

0x007a27c0 · 419 bytes · __thiscall

_ZN14CEntityFactoryI8CPhysBoxE6CreateEPKc

Decompiled

undefined (2 params)

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

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

{
  CBaseEntity *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x5e8,in_stack_ffffffe8);
                    /* try { // try from 007a27e1 to 007a27e5 has its CatchHandler @ 007a2963 */
  CBaseEntity::CBaseEntity(this_00,false);
  *(undefined4 *)(this_00 + 0x450) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x48c) = 0;
  *(undefined4 *)(this_00 + 0x498) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x49c) = 0;
  *(undefined4 *)(this_00 + 0x4a4) = 0;
  *(undefined4 *)(this_00 + 0x4b0) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x4b4) = 0;
  *(undefined4 *)(this_00 + 0x4f0) = 0xffffffff;
  *(undefined ***)this_00 = &PTR__CPhysBox_00cb4988;
  *(undefined ***)(this_00 + 0x440) = &PTR_SetDmgModBullet_00cb4d64;
  *(undefined ***)(this_00 + 0x444) = &PTR_OnAttemptPhysGunPickup_00cb4e08;
  *(undefined4 *)(this_00 + 0x524) = 0;
  *(undefined4 *)(this_00 + 0x530) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x534) = 0;
  *(undefined4 *)(this_00 + 0x53c) = 0;
  *(undefined4 *)(this_00 + 0x548) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x54c) = 0;
  *(undefined4 *)(this_00 + 0x554) = 0;
  *(undefined4 *)(this_00 + 0x560) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x564) = 0;
  *(undefined4 *)(this_00 + 0x56c) = 0;
  *(undefined4 *)(this_00 + 0x578) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x57c) = 0;
  *(undefined4 *)(this_00 + 0x584) = 0;
  *(undefined4 *)(this_00 + 0x590) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x594) = 0;
  *(undefined4 *)(this_00 + 0x59c) = 0;
  *(undefined4 *)(this_00 + 0x5a8) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x5ac) = 0;
  *(undefined4 *)(this_00 + 0x5b4) = 0;
  *(undefined4 *)(this_00 + 0x5c0) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x5c4) = 0;
  *(undefined4 *)(this_00 + 0x5cc) = 0;
  *(undefined4 *)(this_00 + 0x5d8) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x5dc) = 0;
  *(undefined4 *)(this_00 + 0x5e4) = 0xffffffff;
  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)