CMemberScriptBinding0<CBaseAnimating*,bool(CBaseAnimating::*)(),bool>::Call
0x005ea860 · 129 bytes · __cdecl
_ZN21CMemberScriptBinding0IP14CBaseAnimatingMS0_FbvEbE4CallEPvS5_P12CVariantBaseI24CVariantDefaultAllocatorEiS9_
Decompiled
undefined (5 params)
/* CMemberScriptBinding0<CBaseAnimating*, bool (CBaseAnimating::*)(), bool>::Call(void*, void*,
CVariantBase<CVariantDefaultAllocator>*, int, CVariantBase<CVariantDefaultAllocator>*) */
bool CMemberScriptBinding0<CBaseAnimating*,bool(CBaseAnimating::*)(),bool>::Call
(void *param_1,void *param_2,CVariantBase *param_3,int param_4,CVariantBase *param_5)
{
bool bVar1;
CVariantBase CVar2;
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);
}
CVar2 = (CVariantBase)(*param_1)(param_2);
if (((byte)param_5[10] & 1) != 0) {
free(*(void **)param_5);
*(ushort *)(param_5 + 10) = *(ushort *)(param_5 + 10) & 0xfffe;
}
*(undefined4 *)param_5 = 0;
*(undefined4 *)(param_5 + 4) = 0;
*param_5 = CVar2;
bVar1 = true;
*(undefined2 *)(param_5 + 8) = 6;
}
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.