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 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.