L L4D2node

EntityFactoryDictionary

0x00b28e40 · 195 bytes · unknown

_Z23EntityFactoryDictionaryv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* EntityFactoryDictionary() */

undefined1 * EntityFactoryDictionary(void)

{
  int iVar1;
  
  if (EntityFactoryDictionary()::s_EntityFactory != '\0') {
    return EntityFactoryDictionary()::s_EntityFactory;
  }
  iVar1 = __cxa_guard_acquire(&EntityFactoryDictionary()::s_EntityFactory);
  if (iVar1 != 0) {
    EntityFactoryDictionary()::s_EntityFactory._0_4_ = &PTR_InstallFactory_00d48cc8;
    EntityFactoryDictionary()::s_EntityFactory._12_4_ = 0x80;
    EntityFactoryDictionary()::s_EntityFactory._16_4_ = 0;
    EntityFactoryDictionary()::s_EntityFactory._8_4_ = malloc(0x800);
    EntityFactoryDictionary()::s_EntityFactory._20_2_ = 0xffff;
    EntityFactoryDictionary()::s_EntityFactory._22_2_ = 0;
    EntityFactoryDictionary()::s_EntityFactory._24_2_ = 0xffff;
    EntityFactoryDictionary()::s_EntityFactory._26_2_ = 0xffff;
    EntityFactoryDictionary()::s_EntityFactory._4_4_ = CaselessStringLessThan;
    EntityFactoryDictionary()::s_EntityFactory._28_4_ =
         EntityFactoryDictionary()::s_EntityFactory._8_4_;
    __cxa_guard_release(&EntityFactoryDictionary()::s_EntityFactory);
    __cxa_atexit(CEntityFactoryDictionary::~CEntityFactoryDictionary,
                 EntityFactoryDictionary()::s_EntityFactory,&__dso_handle);
  }
  return EntityFactoryDictionary()::s_EntityFactory;
}

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)