_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 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.