L L4D2node

CMemberScriptBinding2<CEnvEntityMaker*,void(CEnvEntityMaker::*)(Vector_const&,Vector_const&),void,Vector_const&,Vector_const&>::Call

0x00691a90 · 116 bytes · __cdecl

_ZN21CMemberScriptBinding2IP15CEnvEntityMakerMS0_FvRK6VectorS4_EvS4_S4_E4CallEPvS8_P12CVariantBaseI24CVariantDefaultAllocatorEiSC_

Decompiled

undefined (5 params)

/* CMemberScriptBinding2<CEnvEntityMaker*, void (CEnvEntityMaker::*)(Vector const&, Vector const&),
   void, Vector const&, Vector const&>::Call(void*, void*, CVariantBase<CVariantDefaultAllocator>*,
   int, CVariantBase<CVariantDefaultAllocator>*) */

bool CMemberScriptBinding2<CEnvEntityMaker*,void(CEnvEntityMaker::*)(Vector_const&,Vector_const&),void,Vector_const&,Vector_const&>
     ::Call(void *param_1,void *param_2,CVariantBase *param_3,int param_4,CVariantBase *param_5)

{
  bool bVar1;
  undefined4 *puVar2;
  undefined4 *puVar3;
  
  bVar1 = param_5 != (CVariantBase *)0x0 || param_4 != 2;
  if (param_5 != (CVariantBase *)0x0 || param_4 != 2) {
    return false;
  }
  if (param_2 != (void *)0x0) {
    if (((uint)param_1 & 1) != 0) {
      param_1 = *(void **)(*(int *)param_2 + -1 + (int)param_1);
    }
    puVar3 = *(undefined4 **)(param_3 + 0xc);
    if (puVar3 == (undefined4 *)0x0) {
      puVar3 = &vec3_origin;
    }
    puVar2 = &vec3_origin;
    if (*(undefined4 **)param_3 != (undefined4 *)0x0) {
      puVar2 = *(undefined4 **)param_3;
    }
    (*param_1)(param_2,puVar2,puVar3);
    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)