L L4D2node

CEntityFactoryDictionary::Create

0x00b27880 · 70 bytes · __thiscall

_ZN24CEntityFactoryDictionary6CreateEPKc

Decompiled

undefined (2 params)

/* CEntityFactoryDictionary::Create(char const*) */

undefined4 __thiscall CEntityFactoryDictionary::Create(CEntityFactoryDictionary *this,char *param_1)

{
  undefined4 *puVar1;
  undefined4 uVar2;
  
  puVar1 = (undefined4 *)(**(code **)(*(int *)this + 0xc))(this,param_1);
  if (puVar1 != (undefined4 *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x00b278ac. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    uVar2 = (**(code **)*puVar1)();
    return uVar2;
  }
  DevWarning("Attempted to create unknown entity type %s!\n",param_1);
  return 0;
}

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)