L L4D2node

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

0x0028be80 · 60 bytes · __thiscall

_ZN9CFunctor6IPFvRK6Vectorfii5ColorbES0_fiiS3_b12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEEclEv

Decompiled

undefined (1 param)

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

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

{
  (**(code **)(this + 0x10))
            (this + 0x14,*(undefined4 *)(this + 0x20),*(undefined4 *)(this + 0x24),
             *(undefined4 *)(this + 0x28),*(undefined4 *)(this + 0x2c),this[0x30]);
  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)