CFunctor2<void(*)(IPhysicsObject*,Vector_const&),IPhysicsObject*,Vector,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>::operator()
0x00781e80 · 27 bytes · __thiscall
_ZN9CFunctor2IPFvP14IPhysicsObjectRK6VectorES1_S2_12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEEclEv
Decompiled
undefined (1 param)
/* CFunctor2<void (*)(IPhysicsObject*, Vector const&), IPhysicsObject*, Vector,
CRefCounted1<CFunctor, CRefCountServiceBase<true, CRefMT> > >::TEMPNAMEPLACEHOLDERVALUE() */
void __thiscall
CFunctor2<void(*)(IPhysicsObject*,Vector_const&),IPhysicsObject*,Vector,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
::operator()(CFunctor2<void(*)(IPhysicsObject*,Vector_const&),IPhysicsObject*,Vector,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
*this)
{
(**(code **)(this + 0x10))(*(undefined4 *)(this + 0x14),this + 0x18);
return;
}
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.