L L4D2node

CFunctor3<void(*)(IPhysicsObject*,Vector_const&,Vector_const&),IPhysicsObject*,Vector,Vector,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>::operator()

0x00781ea0 · 34 bytes · __thiscall

_ZN9CFunctor3IPFvP14IPhysicsObjectRK6VectorS4_ES1_S2_S2_12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEEclEv

Decompiled

undefined (1 param)

/* CFunctor3<void (*)(IPhysicsObject*, Vector const&, Vector const&), IPhysicsObject*, Vector,
   Vector, CRefCounted1<CFunctor, CRefCountServiceBase<true, CRefMT> > >::TEMPNAMEPLACEHOLDERVALUE()
    */

void __thiscall
CFunctor3<void(*)(IPhysicsObject*,Vector_const&,Vector_const&),IPhysicsObject*,Vector,Vector,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
::operator()(CFunctor3<void(*)(IPhysicsObject*,Vector_const&,Vector_const&),IPhysicsObject*,Vector,Vector,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
             *this)

{
  (**(code **)(this + 0x10))(*(undefined4 *)(this + 0x14),this + 0x18,this + 0x24);
  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)