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 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.