L L4D2node

CNonMemberScriptBinding3<Vector_const&(*)(Vector,QAngle,Vector),Vector_const&,Vector,QAngle,Vector>::Call

0x00b5a1c0 · 211 bytes · __cdecl

_ZN24CNonMemberScriptBinding3IPFRK6VectorS0_6QAngleS0_ES2_S0_S3_S0_E4CallEPvS7_P12CVariantBaseI24CVariantDefaultAllocatorEiSB_

Decompiled

undefined (5 params)

/* CNonMemberScriptBinding3<Vector const& (*)(Vector, QAngle, Vector), Vector const&, Vector,
   QAngle, Vector>::Call(void*, void*, CVariantBase<CVariantDefaultAllocator>*, int,
   CVariantBase<CVariantDefaultAllocator>*) */

undefined1
CNonMemberScriptBinding3<Vector_const&(*)(Vector,QAngle,Vector),Vector_const&,Vector,QAngle,Vector>
::Call(void *param_1,void *param_2,CVariantBase *param_3,int param_4,CVariantBase *param_5)

{
  undefined4 *puVar1;
  undefined4 uVar2;
  undefined4 *puVar3;
  undefined4 *puVar4;
  
  if (param_4 != 3 || param_5 == (CVariantBase *)0x0) {
    return 0;
  }
  if (param_2 != (void *)0x0) {
    return 0;
  }
  puVar3 = *(undefined4 **)(param_3 + 0x18);
  if (puVar3 == (undefined4 *)0x0) {
    puVar3 = &vec3_origin;
  }
  puVar1 = &vec3_angle;
  if (*(undefined4 **)(param_3 + 0xc) != (undefined4 *)0x0) {
    puVar1 = *(undefined4 **)(param_3 + 0xc);
  }
  puVar4 = &vec3_origin;
  if (*(undefined4 **)param_3 != (undefined4 *)0x0) {
    puVar4 = *(undefined4 **)param_3;
  }
  uVar2 = (*param_1)(*puVar4,puVar4[1],puVar4[2],*puVar1,puVar1[1],puVar1[2],*puVar3,puVar3[1],
                     puVar3[2]);
  if (((byte)param_5[10] & 1) != 0) {
    free(*(void **)param_5);
    *(ushort *)(param_5 + 10) = *(ushort *)(param_5 + 10) & 0xfffe;
  }
  *(undefined4 *)param_5 = uVar2;
  *(undefined2 *)(param_5 + 8) = 3;
  *(undefined4 *)(param_5 + 4) = 0;
  CVariantBase<CVariantDefaultAllocator>::ConvertToCopiedData(SUB41(param_5,0));
  return 1;
}

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)