L L4D2node

CPointScriptUseTarget::RunScriptCallback

0x00902df0 · 113 bytes · __thiscall

_ZN21CPointScriptUseTarget17RunScriptCallbackEP9HSCRIPT__P12CVariantBaseI24CVariantDefaultAllocatorE

Decompiled

undefined (3 params)

/* CPointScriptUseTarget::RunScriptCallback(HSCRIPT__*, CVariantBase<CVariantDefaultAllocator>*) */

undefined4 __thiscall
CPointScriptUseTarget::RunScriptCallback
          (CPointScriptUseTarget *this,HSCRIPT__ *param_1,CVariantBase *param_2)

{
  int *piVar1;
  undefined4 uVar2;
  
  piVar1 = g_pScriptVM;
  uVar2 = 0;
  if ((param_1 != (HSCRIPT__ *)0x0) && (this[0x474] == (CPointScriptUseTarget)0x0)) {
    this[0x474] = (CPointScriptUseTarget)0x1;
    (**(code **)(*piVar1 + 0x50))(piVar1,param_1,0,0,param_2,*(undefined4 *)(this + 1000),1);
    this[0x474] = (CPointScriptUseTarget)0x0;
    uVar2 = 1;
  }
  return uVar2;
}

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)