L L4D2node

CEntityFactory<CTest_ProxyToggle_Networkable>::Create

0x00af3e40 · 155 bytes · __thiscall

_ZN14CEntityFactoryI29CTest_ProxyToggle_NetworkableE6CreateEPKc

Decompiled

undefined (2 params)

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

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

{
  CBaseEdict *this_00;
  CBaseEntity *this_01;
  int iVar1;
  undefined **ppuVar2;
  uint in_stack_ffffffe8;
  
  this_01 = CBaseEntity::operator_new((CBaseEntity *)&DAT_00000444,in_stack_ffffffe8);
                    /* try { // try from 00af3e61 to 00af3e65 has its CatchHandler @ 00af3ee7 */
  CBaseEntity::CBaseEntity(this_01,false);
  *(undefined ***)this_01 = &PTR__CTest_ProxyToggle_Networkable_00d3a648;
  if (*(int *)(this_01 + 0x440) == 0x4d9) {
    ppuVar2 = &PTR__CTest_ProxyToggle_Networkable_00d3a648;
  }
  else {
    if (this_01[0x6c] == (CBaseEntity)0x0) {
      this_00 = *(CBaseEdict **)(this_01 + 0x30);
      if (this_00 == (CBaseEdict *)0x0) {
        ppuVar2 = &PTR__CTest_ProxyToggle_Networkable_00d3a648;
      }
      else {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
                    /* try { // try from 00af3e8e to 00af3e92 has its CatchHandler @ 00af3ef9 */
        iVar1 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar1 + 2) = 0;
        ppuVar2 = *(undefined ***)this_01;
      }
    }
    else {
      this_01[0x70] = (CBaseEntity)((byte)this_01[0x70] | 1);
      ppuVar2 = &PTR__CTest_ProxyToggle_Networkable_00d3a648;
    }
    *(undefined4 *)(this_01 + 0x440) = 0x4d9;
  }
  g_pTestObj = this_01;
  (*(code *)ppuVar2[0x1e])(this_01,param_1);
  return this_01 + 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)