L L4D2node

CEntityFactory<InfoChangelevel>::Create

0x00869f70 · 122 bytes · __thiscall

_ZN14CEntityFactoryI15InfoChangelevelE6CreateEPKc

Decompiled

undefined (2 params)

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

CBaseTrigger * __thiscall
CEntityFactory<InfoChangelevel>::Create(CEntityFactory<InfoChangelevel> *this,char *param_1)

{
  CBaseTrigger *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x5d0,in_stack_ffffffe8);
                    /* try { // try from 00869f89 to 00869f8d has its CatchHandler @ 00869fea */
  CBaseTrigger::CBaseTrigger(this_00);
  *(undefined ***)this_00 = &PTR__InfoChangelevel_00cda548;
  *(undefined ***)(this_00 + 0x5ac) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this_00 + 0x5b0) = 0;
  *(undefined4 *)(this_00 + 0x5b4) = 0xbf800000;
  *(undefined4 *)(this_00 + 0x5b8) = 0;
  *(undefined4 *)(this_00 + 0x5c4) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x5c8) = 0;
  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)