L L4D2node

CEntityFactory<CPhysicsPropRespawnable>::Create

0x007ffff0 · 101 bytes · __thiscall

_ZN14CEntityFactoryI23CPhysicsPropRespawnableE6CreateEPKc

Decompiled

undefined (2 params)

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

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

{
  CPhysicsProp *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x16bc,in_stack_ffffffe8);
                    /* try { // try from 00800009 to 0080000d has its CatchHandler @ 00800055 */
  CPhysicsProp::CPhysicsProp(this_00);
  *(undefined ***)this_00 = &PTR__CPhysicsPropRespawnable_00cc71e8;
  *(undefined ***)(this_00 + 0x13f4) = &PTR_SetDmgModBullet_00cc7674;
  *(undefined ***)(this_00 + 0x13f8) = &PTR_OnAttemptPhysGunPickup_00cc7718;
  *(undefined ***)(this_00 + 0x154c) = &PTR_IsPotentiallyAbleToObstructNavAreas_00cc7748;
  *(undefined4 *)(this_00 + 0x16b8) = 0;
  CBaseEntity::PostConstructor((CBaseEntity *)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)