L L4D2node

InvokeMethod

0x00467da0 · 147 bytes · __regparm3

_ZL12InvokeMethodM11IGameSystemFvvEPKc.isra.19.constprop.38

Decompiled

undefined (2 params)

/* InvokeMethod(void (IGameSystem::*)(), char const*) [clone .isra.19] [clone .constprop.38] */

void __regparm3 InvokeMethod(_func_void *param_1,char *param_2)

{
  int *piVar1;
  int iVar2;
  int *piVar3;
  int *piVar4;
  _func_void *p_Var5;
  int iVar6;
  
  iVar2 = DAT_00f7cd98;
  iVar6 = 0;
  if (0 < DAT_00f7cd98) {
    do {
      piVar3 = mdlcache;
      piVar1 = *(int **)(s_GameSystems + iVar6 * 4);
      (**(code **)(*mdlcache + 0xb8))(mdlcache);
      piVar4 = mdlcache;
                    /* try { // try from 00467def to 00467df1 has its CatchHandler @ 00467e33 */
      (**(code **)(*mdlcache + 0x68))(mdlcache);
      p_Var5 = param_1;
      if (((uint)param_1 & 1) != 0) {
        p_Var5 = *(_func_void **)(param_1 + *piVar1 + -1);
      }
                    /* try { // try from 00467e0e to 00467e0f has its CatchHandler @ 00467e48 */
      (*p_Var5)(piVar1);
      iVar6 = iVar6 + 1;
      (**(code **)(*piVar4 + 0x6c))(piVar4);
      (**(code **)(*piVar3 + 0xbc))(piVar3);
    } while (iVar6 != iVar2);
  }
  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)