L L4D2node

CEntityFactoryDictionary::CEntityFactoryDictionary

0x00b28f10 · 94 bytes · __thiscall

_ZN24CEntityFactoryDictionaryC1Ev

Decompiled

undefined (1 param)

/* CEntityFactoryDictionary::CEntityFactoryDictionary() */

void __thiscall CEntityFactoryDictionary::CEntityFactoryDictionary(CEntityFactoryDictionary *this)

{
  void *pvVar1;
  
  *(undefined ***)this = &PTR_InstallFactory_00d48cc8;
  *(undefined4 *)(this + 0xc) = 0x80;
  *(undefined4 *)(this + 0x10) = 0;
  pvVar1 = malloc(0x800);
  *(undefined2 *)(this + 0x14) = 0xffff;
  *(undefined2 *)(this + 0x16) = 0;
  *(void **)(this + 8) = pvVar1;
  *(undefined2 *)(this + 0x18) = 0xffff;
  *(undefined2 *)(this + 0x1a) = 0xffff;
  *(void **)(this + 0x1c) = pvVar1;
  *(code **)(this + 4) = CaselessStringLessThan;
  return;
}

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)