L L4D2node

CEntityFactory<CFuncTrain>::Create

0x00b12af0 · 81 bytes · __thiscall

_ZN14CEntityFactoryI10CFuncTrainE6CreateEPKc

Decompiled

undefined (2 params)

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

CBaseToggle * __thiscall
CEntityFactory<CFuncTrain>::Create(CEntityFactory<CFuncTrain> *this,char *param_1)

{
  CBaseToggle *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x4e8,in_stack_ffffffe8);
                    /* try { // try from 00b12b09 to 00b12b0d has its CatchHandler @ 00b12b41 */
  CBaseToggle::CBaseToggle(this_00);
  *(undefined ***)this_00 = &PTR__CFuncTrain_00d3d828;
  *(undefined4 *)(this_00 + 0x4d0) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x4d8) = 0xffffffff;
  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)