L L4D2node

CEntityFactory<CEnvCredits>::Create

0x00870050 · 119 bytes · __thiscall

_ZN14CEntityFactoryI11CEnvCreditsE6CreateEPKc

Decompiled

undefined (2 params)

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

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

{
  CBaseEntity *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x454,in_stack_ffffffe8);
                    /* try { // try from 00870071 to 00870075 has its CatchHandler @ 008700c7 */
  CBaseEntity::CBaseEntity(this_00,false);
  *(undefined ***)this_00 = &PTR__CEnvCredits_00cdac88;
  *(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;
  CBaseEntity::PostConstructor(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)