L L4D2node

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 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)