L L4D2node

CMemberFunctor1<IPhysicsObject*,void(IPhysicsObject::*)(bool),bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>::operator()

0x004a5790 · 52 bytes · __thiscall

_ZN15CMemberFunctor1IP14IPhysicsObjectMS0_FvbEb12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneEclEv

Decompiled

undefined (1 param)

/* CMemberFunctor1<IPhysicsObject*, void (IPhysicsObject::*)(bool), bool, CRefCounted1<CFunctor,
   CRefCountServiceBase<true, CRefMT> >, CFuncMemPolicyNone>::TEMPNAMEPLACEHOLDERVALUE() */

void __thiscall
CMemberFunctor1<IPhysicsObject*,void(IPhysicsObject::*)(bool),bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>
::operator()(CMemberFunctor1<IPhysicsObject*,void(IPhysicsObject::*)(bool),bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>
             *this)

{
  code *pcVar1;
  
  pcVar1 = *(code **)(this + 0x10);
  if (((uint)pcVar1 & 1) != 0) {
    pcVar1 = *(code **)(pcVar1 + *(int *)(*(int *)(this + 0x18) + *(int *)(this + 0x14)) + -1);
  }
  (*pcVar1)((int *)(*(int *)(this + 0x18) + *(int *)(this + 0x14)),this[0x1c]);
  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)