CNonMemberScriptBinding1<Vector_const&(*)(HSCRIPT__*),Vector_const&,HSCRIPT__*>::Call
0x00b5a060 · 118 bytes · __cdecl
_ZN24CNonMemberScriptBinding1IPFRK6VectorP9HSCRIPT__ES2_S4_E4CallEPvS8_P12CVariantBaseI24CVariantDefaultAllocatorEiSC_
Decompiled
undefined (5 params)
/* CNonMemberScriptBinding1<Vector const& (*)(HSCRIPT__*), Vector const&, HSCRIPT__*>::Call(void*,
void*, CVariantBase<CVariantDefaultAllocator>*, int, CVariantBase<CVariantDefaultAllocator>*) */
bool CNonMemberScriptBinding1<Vector_const&(*)(HSCRIPT__*),Vector_const&,HSCRIPT__*>::Call
(void *param_1,void *param_2,CVariantBase *param_3,int param_4,CVariantBase *param_5)
{
bool bVar1;
undefined4 uVar2;
bVar1 = param_4 != 1 || param_5 == (CVariantBase *)0x0;
if (param_4 == 1 && param_5 != (CVariantBase *)0x0) {
if (param_2 == (void *)0x0) {
uVar2 = (*param_1)(*(undefined4 *)param_3);
if (((byte)param_5[10] & 1) != 0) {
free(*(void **)param_5);
*(ushort *)(param_5 + 10) = *(ushort *)(param_5 + 10) & 0xfffe;
}
*(undefined4 *)(param_5 + 4) = 0;
*(undefined2 *)(param_5 + 8) = 3;
*(undefined4 *)param_5 = uVar2;
CVariantBase<CVariantDefaultAllocator>::ConvertToCopiedData(SUB41(param_5,0));
bVar1 = true;
}
return bVar1;
}
return false;
}
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.