L L4D2node

CEntityFactory<CCarProp>::Create

0x008000e0 · 370 bytes · __thiscall

_ZN14CEntityFactoryI8CCarPropE6CreateEPKc

Decompiled

undefined (2 params)

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

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

{
  int *piVar1;
  CPhysicsProp *this_00;
  uint in_stack_ffffffd8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x1714,in_stack_ffffffd8);
                    /* try { // try from 008000fa to 008000fe has its CatchHandler @ 00800252 */
  CPhysicsProp::CPhysicsProp(this_00);
  *(undefined ***)this_00 = &PTR__CCarProp_00cc7788;
  piVar1 = gameeventmanager;
  *(undefined4 *)(this_00 + 0x168c) = 0x2a;
  *(undefined ***)(this_00 + 0x13f4) = &PTR_SetDmgModBullet_00cc7c18;
  *(undefined ***)(this_00 + 0x13f8) = &PTR_OnAttemptPhysGunPickup_00cc7cbc;
  *(undefined ***)(this_00 + 0x154c) = &PTR_IsPotentiallyAbleToObstructNavAreas_00cc7cec;
  *(undefined ***)(this_00 + 0x1688) = &PTR__CCarProp_00cc7d08;
  *(undefined4 *)(this_00 + 0x1694) = 0;
  *(undefined4 *)(this_00 + 0x16a0) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x16a4) = 0;
  *(undefined4 *)(this_00 + 0x16ac) = 0;
  *(undefined4 *)(this_00 + 0x16b8) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x16bc) = 0;
  *(undefined4 *)(this_00 + 0x16c4) = 0;
  *(undefined4 *)(this_00 + 0x16d0) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x16d4) = 0;
  *(undefined4 *)(this_00 + 0x16dc) = 0;
  *(undefined4 *)(this_00 + 0x16e8) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x16ec) = 0;
  *(undefined ***)(this_00 + 0x16f8) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this_00 + 0x16fc) = 0;
  *(undefined4 *)(this_00 + 0x1700) = 0xbf800000;
  *(undefined ***)(this_00 + 0x1704) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this_00 + 0x1708) = 0;
  *(undefined4 *)(this_00 + 0x170c) = 0xbf800000;
  this_00[0x1690] = (CPhysicsProp)0x1;
                    /* try { // try from 00800216 to 00800229 has its CatchHandler @ 00800264 */
  (**(code **)(*piVar1 + 0x10))(piVar1,this_00 + 0x1688,"weapon_fire",1);
  CDirector::RegisterForbiddenTarget(TheDirector,(CBaseEntity *)this_00);
  this_00[0x1711] = (CPhysicsProp)0x0;
  this_00[0x1710] = (CPhysicsProp)0x0;
  (**(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)