L L4D2node

CEntityFactory<CPropBreakableWall>::Create

0x00800eb0 · 161 bytes · __thiscall

_ZN14CEntityFactoryI18CPropBreakableWallE6CreateEPKc

Decompiled

undefined (2 params)

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

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

{
  CBasePropDoor *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x17f0,in_stack_ffffffe8);
                    /* try { // try from 00800ec9 to 00800ecd has its CatchHandler @ 00800f51 */
  CBasePropDoor::CBasePropDoor(this_00);
  *(undefined ***)this_00 = &PTR__CPropBreakableWall_00cc5b48;
  *(undefined4 *)(this_00 + 0x17c8) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x17d8) = 0;
  *(undefined4 *)(this_00 + 0x17dc) = 0;
  *(undefined4 *)(this_00 + 0x17e0) = 0;
  *(undefined4 *)(this_00 + 0x17e4) = 0;
  *(undefined4 *)(this_00 + 0x17e8) = 0;
  *(undefined ***)(this_00 + 0x13f4) = &PTR_SetDmgModBullet_00cc6018;
  *(undefined ***)(this_00 + 0x13f8) = &PTR_OnAttemptPhysGunPickup_00cc60bc;
  *(undefined **)(this_00 + 0x154c) = &DAT_00cc60ec;
  *(undefined ***)(this_00 + 0x15cc) = &PTR__CPropBreakableWall_00cc6100;
  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)