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 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.