L L4D2node

CEntityFactory<CBaseEntity>::Create

0x007fe080 · 63 bytes · __thiscall

_ZN14CEntityFactoryI11CBaseEntityE6CreateEPKc

Decompiled

undefined (2 params)

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

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

{
  CBaseEntity *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x440,in_stack_ffffffe8);
                    /* try { // try from 007fe0a1 to 007fe0a5 has its CatchHandler @ 007fe0bf */
  CBaseEntity::CBaseEntity(this_00,false);
  (**(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)