L L4D2node

CEntityFactory<CSceneListManager>::Create

0x0081a430 · 150 bytes · __thiscall

_ZN14CEntityFactoryI17CSceneListManagerE6CreateEPKc

Decompiled

undefined (2 params)

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

CBaseEntity * __thiscall
CEntityFactory<CSceneListManager>::Create(CEntityFactory<CSceneListManager> *this,char *param_1)

{
  CBaseEntity *this_00;
  CBaseEntity *pCVar1;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x4d4,in_stack_ffffffe8);
                    /* try { // try from 0081a451 to 0081a455 has its CatchHandler @ 0081a4c6 */
  CBaseEntity::CBaseEntity(this_00,true);
  *(undefined ***)this_00 = &PTR__CSceneListManager_00ccd168;
  pCVar1 = this_00 + 0x494;
  *(undefined4 *)(this_00 + 0x440) = 0;
  *(undefined4 *)(this_00 + 0x444) = 0;
  *(undefined4 *)(this_00 + 0x448) = 0;
  *(undefined4 *)(this_00 + 0x44c) = 0;
  *(undefined4 *)(this_00 + 0x450) = 0;
  do {
    *(undefined4 *)pCVar1 = 0xffffffff;
    pCVar1 = pCVar1 + 4;
  } while (pCVar1 != this_00 + 0x4d4);
  (**(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)