L L4D2node

CFunctor2<void(*)(bool,bool),bool,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>::operator()

0x00200920 · 29 bytes · __thiscall

_ZN9CFunctor2IPFvbbEbb12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEEclEv

Decompiled

undefined (1 param)

/* CFunctor2<void (*)(bool, bool), bool, bool, CRefCounted1<CFunctor, CRefCountServiceBase<true,
   CRefMT> > >::TEMPNAMEPLACEHOLDERVALUE() */

void __thiscall
CFunctor2<void(*)(bool,bool),bool,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>::
operator()(CFunctor2<void(*)(bool,bool),bool,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
           *this)

{
  (**(code **)(this + 0x10))(this[0x14],this[0x15]);
  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)