CMemberScriptBinding3<CNavMesh*,void(CNavMesh::*)(Vector_const&,float,HSCRIPT__*),void,Vector_const&,float,HSCRIPT__*>::Call
0x00744f60 · 134 bytes · __cdecl
_ZN21CMemberScriptBinding3IP8CNavMeshMS0_FvRK6VectorfP9HSCRIPT__EvS4_fS6_E4CallEPvSA_P12CVariantBaseI24CVariantDefaultAllocatorEiSE_
Decompiled
undefined (5 params)
/* CMemberScriptBinding3<CNavMesh*, void (CNavMesh::*)(Vector const&, float, HSCRIPT__*), void,
Vector const&, float, HSCRIPT__*>::Call(void*, void*, CVariantBase<CVariantDefaultAllocator>*,
int, CVariantBase<CVariantDefaultAllocator>*) */
bool CMemberScriptBinding3<CNavMesh*,void(CNavMesh::*)(Vector_const&,float,HSCRIPT__*),void,Vector_const&,float,HSCRIPT__*>
::Call(void *param_1,void *param_2,CVariantBase *param_3,int param_4,CVariantBase *param_5)
{
bool bVar1;
undefined4 *puVar2;
float fVar3;
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);
}
fVar3 = *(float *)(param_3 + 0xc);
if (*(short *)(param_3 + 0x14) != 1) {
fVar3 = (float)(int)fVar3;
}
puVar2 = &vec3_origin;
if (*(undefined4 **)param_3 != (undefined4 *)0x0) {
puVar2 = *(undefined4 **)param_3;
}
(*param_1)(param_2,puVar2,fVar3,*(undefined4 *)(param_3 + 0x18));
bVar1 = true;
}
return bVar1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.