L L4D2node

CMemberScriptBinding7<CNavMesh*,bool(CNavMesh::*)(HSCRIPT__*,HSCRIPT__*,Vector_const&,float,int,bool,HSCRIPT__*),bool,HSCRIPT__*,HSCRIPT__*,Vector_const&,float,int,bool,HSCRIPT__*>::Call

0x00745950 · 264 bytes · __cdecl

_ZN21CMemberScriptBinding7IP8CNavMeshMS0_FbP9HSCRIPT__S3_RK6VectorfibS3_EbS3_S3_S6_fibS3_E4CallEPvSA_P12CVariantBaseI24CVariantDefaultAllocatorEiSE_

Decompiled

undefined (5 params)

/* CMemberScriptBinding7<CNavMesh*, bool (CNavMesh::*)(HSCRIPT__*, HSCRIPT__*, Vector const&, float,
   int, bool, HSCRIPT__*), bool, HSCRIPT__*, HSCRIPT__*, Vector const&, float, int, bool,
   HSCRIPT__*>::Call(void*, void*, CVariantBase<CVariantDefaultAllocator>*, int,
   CVariantBase<CVariantDefaultAllocator>*) */

bool CMemberScriptBinding7<CNavMesh*,bool(CNavMesh::*)(HSCRIPT__*,HSCRIPT__*,Vector_const&,float,int,bool,HSCRIPT__*),bool,HSCRIPT__*,HSCRIPT__*,Vector_const&,float,int,bool,HSCRIPT__*>
     ::Call(void *param_1,void *param_2,CVariantBase *param_3,int param_4,CVariantBase *param_5)

{
  bool bVar1;
  CVariantBase CVar2;
  undefined4 *puVar3;
  int iVar4;
  float fVar5;
  code *local_20;
  
  bVar1 = param_5 == (CVariantBase *)0x0 || param_4 != 7;
  if (param_5 != (CVariantBase *)0x0 && param_4 == 7) {
    if (param_2 != (void *)0x0) {
      if (((uint)param_1 & 1) == 0) {
        local_20 = param_1;
      }
      else {
        local_20 = *(code **)(*(int *)param_2 + -1 + (int)param_1);
      }
      fVar5 = *(float *)(param_3 + 0x24);
      iVar4 = (int)*(float *)(param_3 + 0x30);
      if (*(short *)(param_3 + 0x38) == 5) {
        iVar4 = *(int *)(param_3 + 0x30);
      }
      if (*(short *)(param_3 + 0x2c) != 1) {
        fVar5 = (float)(int)fVar5;
      }
      puVar3 = &vec3_origin;
      if (*(int *)(param_3 + 0x18) != 0) {
        puVar3 = *(undefined4 **)(param_3 + 0x18);
      }
      CVar2 = (CVariantBase)
              (*local_20)(param_2,*(undefined4 *)param_3,*(undefined4 *)(param_3 + 0xc),puVar3,fVar5
                          ,iVar4,param_3[0x3c],*(undefined4 *)(param_3 + 0x48));
      if (((byte)param_5[10] & 1) != 0) {
        free(*(void **)param_5);
        *(ushort *)(param_5 + 10) = *(ushort *)(param_5 + 10) & 0xfffe;
      }
      *(undefined4 *)param_5 = 0;
      *(undefined4 *)(param_5 + 4) = 0;
      *param_5 = CVar2;
      bVar1 = true;
      *(undefined2 *)(param_5 + 8) = 6;
    }
    return bVar1;
  }
  return false;
}

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)