L L4D2node

CEntityFactory<CTriggerVPhysicsMotion>::Create

0x00b23340 · 103 bytes · __thiscall

_ZN14CEntityFactoryI22CTriggerVPhysicsMotionE6CreateEPKc

Decompiled

undefined (2 params)

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

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

{
  CBaseEntity *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x4a0,in_stack_ffffffe8);
                    /* try { // try from 00b23361 to 00b23365 has its CatchHandler @ 00b233a7 */
  CBaseEntity::CBaseEntity(this_00,false);
  *(undefined ***)this_00 = &PTR__CTriggerVPhysicsMotion_00d46728;
  *(undefined4 *)(this_00 + 0x448) = 0xffffffff;
  *(undefined **)(this_00 + 0x44c) = &DAT_00d46a5c;
                    /* try { // try from 00b23389 to 00b2338d has its CatchHandler @ 00b233b9 */
  EntityParticleTrailInfo_t::EntityParticleTrailInfo_t
            ((EntityParticleTrailInfo_t *)(this_00 + 0x454));
  (**(code **)(*(int *)this_00 + 0x78))(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)