L L4D2node

CEntityFactory<CPointScriptTemplate>::Create

0x007e17d0 · 279 bytes · __thiscall

_ZN14CEntityFactoryI20CPointScriptTemplateE6CreateEPKc

Decompiled

undefined (2 params)

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

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

{
  CBaseEntity *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x534,in_stack_ffffffe8);
                    /* try { // try from 007e17f1 to 007e17f5 has its CatchHandler @ 007e18e7 */
  CBaseEntity::CBaseEntity(this_00,true);
  *(undefined ***)this_00 = &PTR__CPointScriptTemplate_00cc00c8;
  *(undefined4 *)(this_00 + 0x480) = 0;
  *(undefined4 *)(this_00 + 0x484) = 0;
  *(undefined4 *)(this_00 + 0x488) = 0;
  *(undefined4 *)(this_00 + 0x48c) = 0;
  *(undefined4 *)(this_00 + 0x490) = 0;
  *(undefined4 *)(this_00 + 0x494) = 0;
  *(undefined4 *)(this_00 + 0x498) = 0;
  *(undefined4 *)(this_00 + 0x49c) = 0;
  *(undefined4 *)(this_00 + 0x4a0) = 0;
  *(undefined4 *)(this_00 + 0x4a4) = 0;
  *(undefined4 *)(this_00 + 0x4a8) = 0;
  *(undefined4 *)(this_00 + 0x4b4) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x4b8) = 0;
  *(undefined4 *)(this_00 + 0x500) = 0;
  *(undefined4 *)(this_00 + 0x504) = 0;
  *(undefined4 *)(this_00 + 0x508) = 0;
  *(undefined4 *)(this_00 + 0x50c) = 0;
  *(undefined4 *)(this_00 + 0x510) = 0;
  *(undefined4 *)(this_00 + 0x514) = 0;
  *(undefined4 *)(this_00 + 0x520) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x524) = 0;
  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)