L L4D2node

CMemberScriptBinding3<CNavMesh*,HSCRIPT__*(CNavMesh::*)(Vector_const&,Vector_const&,HSCRIPT__*),HSCRIPT__*,Vector_const&,Vector_const&,HSCRIPT__*>::Call

0x007455f0 · 172 bytes · __cdecl

_ZN21CMemberScriptBinding3IP8CNavMeshMS0_FP9HSCRIPT__RK6VectorS6_S3_ES3_S6_S6_S3_E4CallEPvSA_P12CVariantBaseI24CVariantDefaultAllocatorEiSE_

Decompiled

undefined (5 params)

/* CMemberScriptBinding3<CNavMesh*, HSCRIPT__* (CNavMesh::*)(Vector const&, Vector const&,
   HSCRIPT__*), HSCRIPT__*, Vector const&, Vector const&, HSCRIPT__*>::Call(void*, void*,
   CVariantBase<CVariantDefaultAllocator>*, int, CVariantBase<CVariantDefaultAllocator>*) */

bool CMemberScriptBinding3<CNavMesh*,HSCRIPT__*(CNavMesh::*)(Vector_const&,Vector_const&,HSCRIPT__*),HSCRIPT__*,Vector_const&,Vector_const&,HSCRIPT__*>
     ::Call(void *param_1,void *param_2,CVariantBase *param_3,int param_4,CVariantBase *param_5)

{
  bool bVar1;
  undefined4 *puVar2;
  undefined4 uVar3;
  undefined4 *puVar4;
  
  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);
    }
    puVar4 = *(undefined4 **)(param_3 + 0xc);
    if (puVar4 == (undefined4 *)0x0) {
      puVar4 = &vec3_origin;
    }
    puVar2 = &vec3_origin;
    if (*(undefined4 **)param_3 != (undefined4 *)0x0) {
      puVar2 = *(undefined4 **)param_3;
    }
    uVar3 = (*param_1)(param_2,puVar2,puVar4,*(undefined4 *)(param_3 + 0x18));
    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) = 0x20;
    bVar1 = true;
    *(undefined4 *)param_5 = uVar3;
  }
  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)