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 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.