L L4D2node

CEntityFactory<CSprayCan>::Create

0x007c0f40 · 19 bytes · __regparm2

_ZN14CEntityFactoryI9CSprayCanE6CreateEPKc

Decompiled

undefined (1 param)

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

CSprayCan * __regparm2 CEntityFactory<CSprayCan>::Create(char *param_1)

{
  CSprayCan *pCVar1;
  char *in_EDX;
  CSprayCan *in_stack_00000008;
  
  pCVar1 = _CreateEntityTemplate<CSprayCan>(in_stack_00000008,in_EDX);
  return pCVar1 + 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)