L L4D2node

CEntityFactory<CInstancedSceneEntity>::Create

0x0081b940 · 81 bytes · __thiscall

_ZN14CEntityFactoryI21CInstancedSceneEntityE6CreateEPKc

Decompiled

undefined (2 params)

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

CSceneEntity * __thiscall
CEntityFactory<CInstancedSceneEntity>::Create
          (CEntityFactory<CInstancedSceneEntity> *this,char *param_1)

{
  CSceneEntity *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x7a8,in_stack_ffffffe8);
                    /* try { // try from 0081b959 to 0081b95d has its CatchHandler @ 0081b991 */
  CSceneEntity::CSceneEntity(this_00);
  *(undefined ***)this_00 = &PTR__CInstancedSceneEntity_00ccccc8;
  *(undefined ***)(this_00 + 0x440) = &PTR_StartEvent_00ccd0d0;
  *(undefined4 *)(this_00 + 0x714) = 0xffffffff;
  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)