L L4D2node

_CreateEntityTemplate<CSprayCan>

0x007a8e10 · 67 bytes · __regparm3

_Z21_CreateEntityTemplateI9CSprayCanEPT_S2_PKc.isra.109

Decompiled

CSprayCan * (2 params)

/* CSprayCan* _CreateEntityTemplate<CSprayCan>(CSprayCan*, char const*) [clone .isra.109] */

CSprayCan * __regparm3 _CreateEntityTemplate<CSprayCan>(CSprayCan *param_1,char *param_2)

{
  CBaseEntity *this;
  uint in_stack_ffffffe8;
  
  this = CBaseEntity::operator_new((CBaseEntity *)0x440,in_stack_ffffffe8);
                    /* try { // try from 007a8e33 to 007a8e37 has its CatchHandler @ 007a8e53 */
  CBaseEntity::CBaseEntity(this,false);
  *(undefined ***)this = &PTR__CSprayCan_00cbaae8;
  CBaseEntity::PostConstructor(this,(char *)param_1);
  return (CSprayCan *)this;
}

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)