L L4D2node

CFunctor7<void(*)(Vector_const&,QAngle_const&,Vector_const&,Vector_const&,Color,IMaterial*,bool),Vector,QAngle,Vector,Vector,Color,IMaterial*,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>::operator()

0x0028bdb0 · 63 bytes · __thiscall

_ZN9CFunctor7IPFvRK6VectorRK6QAngleS2_S2_5ColorP9IMaterialbES0_S3_S0_S0_S6_S8_b12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEEclEv

Decompiled

undefined (1 param)

/* CFunctor7<void (*)(Vector const&, QAngle const&, Vector const&, Vector const&, Color, IMaterial*,
   bool), Vector, QAngle, Vector, Vector, Color, IMaterial*, bool, CRefCounted1<CFunctor,
   CRefCountServiceBase<true, CRefMT> > >::TEMPNAMEPLACEHOLDERVALUE() */

void __thiscall
CFunctor7<void(*)(Vector_const&,QAngle_const&,Vector_const&,Vector_const&,Color,IMaterial*,bool),Vector,QAngle,Vector,Vector,Color,IMaterial*,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
::operator()(CFunctor7<void(*)(Vector_const&,QAngle_const&,Vector_const&,Vector_const&,Color,IMaterial*,bool),Vector,QAngle,Vector,Vector,Color,IMaterial*,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
             *this)

{
  (**(code **)(this + 0x10))
            (this + 0x14,this + 0x20,this + 0x2c,this + 0x38,*(undefined4 *)(this + 0x44),
             *(undefined4 *)(this + 0x48),this[0x4c]);
  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)