L L4D2node

CEntityFactory<CTriggerLook>::Create

0x00b26a00 · 111 bytes · __thiscall

_ZN14CEntityFactoryI12CTriggerLookE6CreateEPKc

Decompiled

undefined (2 params)

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

CTriggerMultiple * __thiscall
CEntityFactory<CTriggerLook>::Create(CEntityFactory<CTriggerLook> *this,char *param_1)

{
  CTriggerMultiple *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x5f8,in_stack_ffffffe8);
                    /* try { // try from 00b26a19 to 00b26a1d has its CatchHandler @ 00b26a6f */
  CTriggerMultiple::CTriggerMultiple(this_00);
  *(undefined ***)this_00 = &PTR__CTriggerLook_00d42928;
  *(undefined4 *)(this_00 + 0x5c0) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x5dc) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x5e0) = 0;
  *(undefined4 *)(this_00 + 0x5ec) = 0xffffffff;
  *(undefined4 *)(this_00 + 0x5f0) = 0;
  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)