L L4D2node

CCallbackImpl<16>::Run

0x004c7080 · 13 bytes · __cdecl

_ZN13CCallbackImplILi16EE3RunEPvby

Decompiled

undefined (3 params)

/* CCallbackImpl<16>::Run(void*, bool, unsigned long long) */

void CCallbackImpl<16>::Run(void *param_1,bool param_2,ulonglong param_3)

{
                    /* WARNING: Could not recover jumptable at 0x004c708b. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (*(code *)**(undefined4 **)param_1)();
  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)