CEntityFactory<CTriggerEscape>::Create
0x00b26bd0 · 131 bytes · __thiscall
_ZN14CEntityFactoryI14CTriggerEscapeE6CreateEPKc
Decompiled
undefined (2 params)
/* CEntityFactory<CTriggerEscape>::Create(char const*) */
CBaseTrigger * __thiscall
CEntityFactory<CTriggerEscape>::Create(CEntityFactory<CTriggerEscape> *this,char *param_1)
{
CBaseTrigger *this_00;
uint in_stack_ffffffe8;
this_00 = CBaseEntity::operator_new((CBaseEntity *)0x5a0,in_stack_ffffffe8);
/* try { // try from 00b26be9 to 00b26bed has its CatchHandler @ 00b26c53 */
CBaseTrigger::CBaseTrigger(this_00);
*(undefined ***)this_00 = &PTR__CTriggerEscape_00d482c8;
*(undefined4 *)(this_00 + 0x56c) = 0xffffffff;
*(undefined4 *)(this_00 + 0x570) = 0;
*(undefined4 *)(this_00 + 0x57c) = 0xffffffff;
*(undefined4 *)(this_00 + 0x580) = 0;
*(undefined4 *)(this_00 + 0x588) = 0;
*(undefined4 *)(this_00 + 0x594) = 0xffffffff;
*(undefined4 *)(this_00 + 0x598) = 0;
CBaseEntity::PostConstructor((CBaseEntity *)this_00,param_1);
return this_00 + 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.