L L4D2node

CMemberScriptBinding1<CBaseAnimating*,float(CBaseAnimating::*)(int),float,int>::Call

0x005eaaa0 · 157 bytes · __cdecl

_ZN21CMemberScriptBinding1IP14CBaseAnimatingMS0_FfiEfiE4CallEPvS5_P12CVariantBaseI24CVariantDefaultAllocatorEiS9_

Decompiled

undefined (5 params)

/* CMemberScriptBinding1<CBaseAnimating*, float (CBaseAnimating::*)(int), float, int>::Call(void*,
   void*, CVariantBase<CVariantDefaultAllocator>*, int, CVariantBase<CVariantDefaultAllocator>*) */

bool CMemberScriptBinding1<CBaseAnimating*,float(CBaseAnimating::*)(int),float,int>::Call
               (void *param_1,void *param_2,CVariantBase *param_3,int param_4,CVariantBase *param_5)

{
  bool bVar1;
  int iVar2;
  longdouble lVar3;
  
  bVar1 = param_5 == (CVariantBase *)0x0 || param_4 != 1;
  if (param_5 == (CVariantBase *)0x0 || param_4 != 1) {
    return false;
  }
  if (param_2 != (void *)0x0) {
    if (((uint)param_1 & 1) != 0) {
      param_1 = *(void **)(*(int *)param_2 + -1 + (int)param_1);
    }
    iVar2 = (int)*(float *)param_3;
    if (*(short *)(param_3 + 8) == 5) {
      iVar2 = *(int *)param_3;
    }
    lVar3 = (longdouble)(*param_1)(param_2,iVar2);
    if (((byte)param_5[10] & 1) != 0) {
      free(*(void **)param_5);
      *(ushort *)(param_5 + 10) = *(ushort *)(param_5 + 10) & 0xfffe;
    }
    *(undefined4 *)(param_5 + 4) = 0;
    *(undefined2 *)(param_5 + 8) = 1;
    bVar1 = true;
    *(float *)param_5 = (float)lVar3;
  }
  return bVar1;
}

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)