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 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.