L L4D2node

CMemberFunctor0<CParallelProcessor<PackWork_t,CFuncJobItemProcessor<PackWork_t>,1>*,void(CParallelProcessor<PackWork_t,CFuncJobItemProcessor<PackWork_t>,1>::*)(),CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>::operator()

0x00207530 · 32 bytes · __thiscall

_ZN15CMemberFunctor0IP18CParallelProcessorI10PackWork_t21CFuncJobItemProcessorIS1_ELi1EEMS4_FvvE12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneEclEv

Decompiled

undefined (1 param)

/* CMemberFunctor0<CParallelProcessor<PackWork_t, CFuncJobItemProcessor<PackWork_t>, 1>*, void
   (CParallelProcessor<PackWork_t, CFuncJobItemProcessor<PackWork_t>, 1>::*)(),
   CRefCounted1<CFunctor, CRefCountServiceBase<true, CRefMT> >,
   CFuncMemPolicyNone>::TEMPNAMEPLACEHOLDERVALUE() */

void __thiscall
CMemberFunctor0<CParallelProcessor<PackWork_t,CFuncJobItemProcessor<PackWork_t>,1>*,void(CParallelProcessor<PackWork_t,CFuncJobItemProcessor<PackWork_t>,1>::*)(),CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>
::operator()(CMemberFunctor0<CParallelProcessor<PackWork_t,CFuncJobItemProcessor<PackWork_t>,1>*,void(CParallelProcessor<PackWork_t,CFuncJobItemProcessor<PackWork_t>,1>::*)(),CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>
             *this)

{
  code *UNRECOVERED_JUMPTABLE;
  
  UNRECOVERED_JUMPTABLE = *(code **)(this + 0x10);
  if (((uint)UNRECOVERED_JUMPTABLE & 1) != 0) {
    UNRECOVERED_JUMPTABLE =
         *(code **)(UNRECOVERED_JUMPTABLE +
                   *(int *)(*(int *)(this + 0x18) + *(int *)(this + 0x14)) + -1);
  }
                    /* WARNING: Could not recover jumptable at 0x0020754e. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (*UNRECOVERED_JUMPTABLE)();
  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)