L L4D2node

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 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)