L L4D2node

CFunctor6<void(*)(int,Vector_const*,Vector_const*,Color_const*,bool,bool),int,Vector*,Vector*,Color*,bool,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>::operator()

0x0028bce0 · 57 bytes · __thiscall

_ZN9CFunctor6IPFviPK6VectorS2_PK5ColorbbEiPS0_S8_PS3_bb12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEEclEv

Decompiled

undefined (1 param)

/* CFunctor6<void (*)(int, Vector const*, Vector const*, Color const*, bool, bool), int, Vector*,
   Vector*, Color*, bool, bool, CRefCounted1<CFunctor, CRefCountServiceBase<true, CRefMT> >
   >::TEMPNAMEPLACEHOLDERVALUE() */

void __thiscall
CFunctor6<void(*)(int,Vector_const*,Vector_const*,Color_const*,bool,bool),int,Vector*,Vector*,Color*,bool,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
::operator()(CFunctor6<void(*)(int,Vector_const*,Vector_const*,Color_const*,bool,bool),int,Vector*,Vector*,Color*,bool,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
             *this)

{
  (**(code **)(this + 0x10))
            (*(undefined4 *)(this + 0x14),*(undefined4 *)(this + 0x18),*(undefined4 *)(this + 0x1c),
             *(undefined4 *)(this + 0x20),this[0x24],this[0x25]);
  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)