CMemberScriptBinding0<CTerrorWeapon*,void(CBaseCombatWeapon::*)(),void>::Call
0x005758c0 · 69 bytes · __cdecl
_ZN21CMemberScriptBinding0IP13CTerrorWeaponM17CBaseCombatWeaponFvvEvE4CallEPvS6_P12CVariantBaseI24CVariantDefaultAllocatorEiSA_
Decompiled
undefined (5 params)
/* CMemberScriptBinding0<CTerrorWeapon*, void (CBaseCombatWeapon::*)(), void>::Call(void*, void*,
CVariantBase<CVariantDefaultAllocator>*, int, CVariantBase<CVariantDefaultAllocator>*) */
bool CMemberScriptBinding0<CTerrorWeapon*,void(CBaseCombatWeapon::*)(),void>::Call
(void *param_1,void *param_2,CVariantBase *param_3,int param_4,CVariantBase *param_5)
{
bool bVar1;
bVar1 = param_5 != (CVariantBase *)0x0 || param_4 != 0;
if (param_5 != (CVariantBase *)0x0 || param_4 != 0) {
return false;
}
if (param_2 != (void *)0x0) {
if (((uint)param_1 & 1) != 0) {
param_1 = *(void **)(*(int *)param_2 + -1 + (int)param_1);
}
(*param_1)(param_2);
bVar1 = true;
}
return bVar1;
}
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.