CFunctor3<void(*)(Vector_const&,float,bool),Vector,float,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>::operator()
0x0028bd80 · 39 bytes · __thiscall
_ZN9CFunctor3IPFvRK6VectorfbES0_fb12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEEclEv
Decompiled
undefined (1 param)
/* CFunctor3<void (*)(Vector const&, float, bool), Vector, float, bool, CRefCounted1<CFunctor,
CRefCountServiceBase<true, CRefMT> > >::TEMPNAMEPLACEHOLDERVALUE() */
void __thiscall
CFunctor3<void(*)(Vector_const&,float,bool),Vector,float,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
::operator()(CFunctor3<void(*)(Vector_const&,float,bool),Vector,float,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
*this)
{
(**(code **)(this + 0x10))(this + 0x14,*(undefined4 *)(this + 0x20),this[0x24]);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.