CNonMemberScriptBinding2<QAngle(*)(QAngle,QAngle),QAngle,QAngle,QAngle>::Call
0x00b5a0f0 · 186 bytes · __cdecl
_ZN24CNonMemberScriptBinding2IPF6QAngleS0_S0_ES0_S0_S0_E4CallEPvS4_P12CVariantBaseI24CVariantDefaultAllocatorEiS8_
Decompiled
undefined (5 params)
/* CNonMemberScriptBinding2<QAngle (*)(QAngle, QAngle), QAngle, QAngle, QAngle>::Call(void*, void*,
CVariantBase<CVariantDefaultAllocator>*, int, CVariantBase<CVariantDefaultAllocator>*) */
undefined1
CNonMemberScriptBinding2<QAngle(*)(QAngle,QAngle),QAngle,QAngle,QAngle>::Call
(void *param_1,void *param_2,CVariantBase *param_3,int param_4,CVariantBase *param_5)
{
undefined4 *puVar1;
undefined4 *puVar2;
undefined1 local_18 [12];
if (param_4 != 2 || param_5 == (CVariantBase *)0x0) {
return 0;
}
if (param_2 != (void *)0x0) {
return 0;
}
puVar2 = *(undefined4 **)(param_3 + 0xc);
if (puVar2 == (undefined4 *)0x0) {
puVar2 = &vec3_angle;
}
puVar1 = &vec3_angle;
if (*(undefined4 **)param_3 != (undefined4 *)0x0) {
puVar1 = *(undefined4 **)param_3;
}
(*param_1)(local_18,*puVar1,puVar1[1],puVar1[2],*puVar2,puVar2[1],puVar2[2]);
if (((byte)param_5[10] & 1) != 0) {
free(*(void **)param_5);
*(ushort *)(param_5 + 10) = *(ushort *)(param_5 + 10) & 0xfffe;
}
*(undefined1 **)param_5 = local_18;
*(undefined2 *)(param_5 + 8) = 0x28;
*(undefined4 *)(param_5 + 4) = 0;
CVariantBase<CVariantDefaultAllocator>::ConvertToCopiedData(SUB41(param_5,0));
return 1;
}
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.