CFunctor4<CBaseEntity*(*)(CBaseEntity*,CBaseEntity*,bool,float),CBaseEntity*,CBaseEntity*,bool,float,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>::operator()
0x00781ed0 · 46 bytes · __thiscall
_ZN9CFunctor4IPFP11CBaseEntityS1_S1_bfES1_S1_bf12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEEclEv
Decompiled
undefined (1 param)
/* CFunctor4<CBaseEntity* (*)(CBaseEntity*, CBaseEntity*, bool, float), CBaseEntity*, CBaseEntity*,
bool, float, CRefCounted1<CFunctor, CRefCountServiceBase<true, CRefMT> >
>::TEMPNAMEPLACEHOLDERVALUE() */
void __thiscall
CFunctor4<CBaseEntity*(*)(CBaseEntity*,CBaseEntity*,bool,float),CBaseEntity*,CBaseEntity*,bool,float,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
::operator()(CFunctor4<CBaseEntity*(*)(CBaseEntity*,CBaseEntity*,bool,float),CBaseEntity*,CBaseEntity*,bool,float,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
*this)
{
(**(code **)(this + 0x10))
(*(undefined4 *)(this + 0x14),*(undefined4 *)(this + 0x18),this[0x1c],
*(undefined4 *)(this + 0x20));
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.