L L4D2node

CMemberScriptBinding0<CBaseEntity*,QAngle_const&(CBaseEntity::*)(),QAngle_const&>::Call

0x00619190 · 129 bytes · __cdecl

_ZN21CMemberScriptBinding0IP11CBaseEntityMS0_FRK6QAnglevES4_E4CallEPvS8_P12CVariantBaseI24CVariantDefaultAllocatorEiSC_

Decompiled

undefined (5 params)

/* CMemberScriptBinding0<CBaseEntity*, QAngle const& (CBaseEntity::*)(), QAngle const&>::Call(void*,
   void*, CVariantBase<CVariantDefaultAllocator>*, int, CVariantBase<CVariantDefaultAllocator>*) */

bool CMemberScriptBinding0<CBaseEntity*,QAngle_const&(CBaseEntity::*)(),QAngle_const&>::Call
               (void *param_1,void *param_2,CVariantBase *param_3,int param_4,CVariantBase *param_5)

{
  bool bVar1;
  undefined4 uVar2;
  
  bVar1 = param_5 == (CVariantBase *)0x0 || param_4 != 0;
  if (param_5 == (CVariantBase *)0x0 || param_4 != 0) {
    return false;
  }
  if (param_2 != (void *)0x0) {
    if (((uint)param_1 & 1) != 0) {
      param_1 = *(void **)(*(int *)param_2 + -1 + (int)param_1);
    }
    uVar2 = (*param_1)(param_2);
    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) = 0x28;
    *(undefined4 *)param_5 = uVar2;
    CVariantBase<CVariantDefaultAllocator>::ConvertToCopiedData(SUB41(param_5,0));
    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)