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 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.