L L4D2node

CMemberScriptBinding1<CBaseEntity*,void(CBaseEntity::*)(int),void,int>::Call

0x00618320 · 100 bytes · __cdecl

_ZN21CMemberScriptBinding1IP11CBaseEntityMS0_FviEviE4CallEPvS5_P12CVariantBaseI24CVariantDefaultAllocatorEiS9_

Decompiled

undefined (5 params)

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

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

{
  bool bVar1;
  int iVar2;
  
  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;
    }
    (*param_1)(param_2,iVar2);
    bVar1 = true;
  }
  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)