L L4D2node

CMemberScriptBinding3<CBaseEntity*,void(CBaseEntity::*)(char_const*,char_const*,float),void,char_const*,char_const*,float>::Call

0x006187c0 · 121 bytes · __cdecl

_ZN21CMemberScriptBinding3IP11CBaseEntityMS0_FvPKcS3_fEvS3_S3_fE4CallEPvS7_P12CVariantBaseI24CVariantDefaultAllocatorEiSB_

Decompiled

undefined (5 params)

/* CMemberScriptBinding3<CBaseEntity*, void (CBaseEntity::*)(char const*, char const*, float), void,
   char const*, char const*, float>::Call(void*, void*, CVariantBase<CVariantDefaultAllocator>*,
   int, CVariantBase<CVariantDefaultAllocator>*) */

bool CMemberScriptBinding3<CBaseEntity*,void(CBaseEntity::*)(char_const*,char_const*,float),void,char_const*,char_const*,float>
     ::Call(void *param_1,void *param_2,CVariantBase *param_3,int param_4,CVariantBase *param_5)

{
  bool bVar1;
  float fVar2;
  
  bVar1 = param_5 != (CVariantBase *)0x0 || param_4 != 3;
  if (param_5 != (CVariantBase *)0x0 || param_4 != 3) {
    return false;
  }
  if (param_2 != (void *)0x0) {
    if (((uint)param_1 & 1) != 0) {
      param_1 = *(void **)(*(int *)param_2 + -1 + (int)param_1);
    }
    fVar2 = *(float *)(param_3 + 0x18);
    if (*(short *)(param_3 + 0x20) != 1) {
      fVar2 = (float)(int)fVar2;
    }
    (*param_1)(param_2,*(undefined4 *)param_3,*(undefined4 *)(param_3 + 0xc),fVar2);
    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)