CMemberScriptBinding7<CBaseEntity*,void(CBaseEntity::*)(HSCRIPT__*,HSCRIPT__*,HSCRIPT__*,Vector,Vector,float,int),void,HSCRIPT__*,HSCRIPT__*,HSCRIPT__*,Vector,Vector,float,int>::Call
0x00618430 · 232 bytes · __cdecl
_ZN21CMemberScriptBinding7IP11CBaseEntityMS0_FvP9HSCRIPT__S3_S3_6VectorS4_fiEvS3_S3_S3_S4_S4_fiE4CallEPvS8_P12CVariantBaseI24CVariantDefaultAllocatorEiSC_
Decompiled
undefined (5 params)
/* CMemberScriptBinding7<CBaseEntity*, void (CBaseEntity::*)(HSCRIPT__*, HSCRIPT__*, HSCRIPT__*,
Vector, Vector, float, int), void, HSCRIPT__*, HSCRIPT__*, HSCRIPT__*, Vector, Vector, float,
int>::Call(void*, void*, CVariantBase<CVariantDefaultAllocator>*, int,
CVariantBase<CVariantDefaultAllocator>*) */
bool CMemberScriptBinding7<CBaseEntity*,void(CBaseEntity::*)(HSCRIPT__*,HSCRIPT__*,HSCRIPT__*,Vector,Vector,float,int),void,HSCRIPT__*,HSCRIPT__*,HSCRIPT__*,Vector,Vector,float,int>
::Call(void *param_1,void *param_2,CVariantBase *param_3,int param_4,CVariantBase *param_5)
{
bool bVar1;
undefined4 *puVar2;
int iVar3;
undefined4 *puVar4;
float fVar5;
bVar1 = param_5 != (CVariantBase *)0x0 || param_4 != 7;
if (param_5 != (CVariantBase *)0x0 || param_4 != 7) {
return false;
}
if (param_2 != (void *)0x0) {
if (((uint)param_1 & 1) != 0) {
param_1 = *(void **)(*(int *)param_2 + -1 + (int)param_1);
}
fVar5 = *(float *)(param_3 + 0x3c);
iVar3 = (int)*(float *)(param_3 + 0x48);
if (*(short *)(param_3 + 0x50) == 5) {
iVar3 = *(int *)(param_3 + 0x48);
}
if (*(short *)(param_3 + 0x44) != 1) {
fVar5 = (float)(int)fVar5;
}
puVar2 = *(undefined4 **)(param_3 + 0x30);
if (puVar2 == (undefined4 *)0x0) {
puVar2 = &vec3_origin;
}
puVar4 = &vec3_origin;
if (*(int *)(param_3 + 0x24) != 0) {
puVar4 = *(undefined4 **)(param_3 + 0x24);
}
(*param_1)(param_2,*(undefined4 *)param_3,*(undefined4 *)(param_3 + 0xc),
*(undefined4 *)(param_3 + 0x18),*puVar4,puVar4[1],puVar4[2],*puVar2,puVar2[1],
puVar2[2],fVar5,iVar3);
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.