L L4D2node

CFunctor1<void(*)(bool),bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>::operator()

0x006cc8c0 · 19 bytes · __thiscall

_ZN9CFunctor1IPFvbEb12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEEclEv

Decompiled

undefined (1 param)

/* CFunctor1<void (*)(bool), bool, CRefCounted1<CFunctor, CRefCountServiceBase<true, CRefMT> >
   >::TEMPNAMEPLACEHOLDERVALUE() */

void __thiscall
CFunctor1<void(*)(bool),bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>::operator()
          (CFunctor1<void(*)(bool),bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
           *this)

{
                    /* WARNING: Could not recover jumptable at 0x006cc8d1. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(this + 0x10))();
  return;
}

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)