CEntityFactory<CPhysSphere>::Create
0x00800070 · 91 bytes · __thiscall
_ZN14CEntityFactoryI11CPhysSphereE6CreateEPKc
Decompiled
undefined (2 params)
/* CEntityFactory<CPhysSphere>::Create(char const*) */
CPhysicsProp * __thiscall
CEntityFactory<CPhysSphere>::Create(CEntityFactory<CPhysSphere> *this,char *param_1)
{
CPhysicsProp *this_00;
uint in_stack_ffffffe8;
this_00 = CBaseEntity::operator_new((CBaseEntity *)0x1688,in_stack_ffffffe8);
/* try { // try from 00800089 to 0080008d has its CatchHandler @ 008000cb */
CPhysicsProp::CPhysicsProp(this_00);
*(undefined ***)this_00 = &PTR__CPhysSphere_00cc6728;
*(undefined ***)(this_00 + 0x13f4) = &PTR_SetDmgModBullet_00cc6bb4;
*(undefined ***)(this_00 + 0x13f8) = &PTR_OnAttemptPhysGunPickup_00cc6c58;
*(undefined ***)(this_00 + 0x154c) = &PTR_IsPotentiallyAbleToObstructNavAreas_00cc6c88;
CBaseEntity::PostConstructor((CBaseEntity *)this_00,param_1);
return this_00 + 0x24;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.