L L4D2node

CEntityFactory<CPhysMotor>::Create

0x007a5900 · 89 bytes · __thiscall

_ZN14CEntityFactoryI10CPhysMotorE6CreateEPKc

Decompiled

undefined (2 params)

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

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

{
  CBaseEntity *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x48c,in_stack_ffffffe8);
                    /* try { // try from 007a5921 to 007a5925 has its CatchHandler @ 007a5959 */
  CBaseEntity::CBaseEntity(this_00,true);
  *(undefined ***)this_00 = &PTR__CPhysMotor_00cb7908;
  *(undefined4 *)(this_00 + 0x444) = 0xffffffff;
  *(undefined ***)(this_00 + 0x460) = &PTR_Simulate_00cb78d8;
  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)