L L4D2node

CEntityFactory<CPostProcessController>::Create

0x007e3250 · 55 bytes · __thiscall

_ZN14CEntityFactoryI22CPostProcessControllerE6CreateEPKc

Decompiled

undefined (2 params)

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

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

{
  CPostProcessController *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x468,in_stack_ffffffe8);
                    /* try { // try from 007e3269 to 007e326d has its CatchHandler @ 007e3287 */
  CPostProcessController::CPostProcessController(this_00);
  (**(code **)(*(int *)this_00 + 0x78))(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)