CEntityFactory<CPhysThruster>::Create
0x007a59f0 · 106 bytes · __thiscall
_ZN14CEntityFactoryI13CPhysThrusterE6CreateEPKc
Decompiled
undefined (2 params)
/* CEntityFactory<CPhysThruster>::Create(char const*) */
CBaseEntity * __thiscall
CEntityFactory<CPhysThruster>::Create(CEntityFactory<CPhysThruster> *this,char *param_1)
{
CBaseEntity *this_00;
uint in_stack_ffffffe8;
this_00 = CBaseEntity::operator_new((CBaseEntity *)0x49c,in_stack_ffffffe8);
/* try { // try from 007a5a11 to 007a5a15 has its CatchHandler @ 007a5a5a */
CBaseEntity::CBaseEntity(this_00,false);
*(undefined ***)this_00 = &PTR__CPhysThruster_00cb7248;
*(undefined4 *)(this_00 + 0x450) = 0xffffffff;
*(undefined ***)(this_00 + 0x458) = &PTR_Simulate_00cb6ed0;
*(undefined4 *)(this_00 + 0x440) = 0;
this_00[0x454] = (CBaseEntity)0x0;
CBaseEntity::PostConstructor(this_00,param_1);
return this_00 + 0x24;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.