L L4D2node

CFunctor3<void(*)(Vector_const&,float,bool),Vector,float,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>::operator()

0x0028bd80 · 39 bytes · __thiscall

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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 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)