L L4D2node

CMemberFunctor2<CModelRender*,void(CModelRender::*)(int,memhandle_t__**),int,memhandle_t__**,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>::operator()

0x0018a370 · 57 bytes · __thiscall

_ZN15CMemberFunctor2IP12CModelRenderMS0_FviPP13memhandle_t__EiS4_12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneEclEv

Decompiled

undefined (1 param)

/* CMemberFunctor2<CModelRender*, void (CModelRender::*)(int, memhandle_t__**), int,
   memhandle_t__**, CRefCounted1<CFunctor, CRefCountServiceBase<true, CRefMT> >,
   CFuncMemPolicyNone>::TEMPNAMEPLACEHOLDERVALUE() */

void __thiscall
CMemberFunctor2<CModelRender*,void(CModelRender::*)(int,memhandle_t__**),int,memhandle_t__**,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>
::operator()(CMemberFunctor2<CModelRender*,void(CModelRender::*)(int,memhandle_t__**),int,memhandle_t__**,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>
             *this)

{
  code *pcVar1;
  
  pcVar1 = *(code **)(this + 0x10);
  if (((uint)pcVar1 & 1) != 0) {
    pcVar1 = *(code **)(pcVar1 + *(int *)(*(int *)(this + 0x18) + *(int *)(this + 0x14)) + -1);
  }
  (*pcVar1)((int *)(*(int *)(this + 0x18) + *(int *)(this + 0x14)),*(undefined4 *)(this + 0x1c),
            *(undefined4 *)(this + 0x20));
  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)