CMemberScriptBinding3<CNetPropManager*,Vector_const&(CNetPropManager::*)(HSCRIPT__*,char_const*,int),Vector_const&,HSCRIPT__*,char_const*,int>::Call
0x00b5a4a0 · 170 bytes · __cdecl
_ZN21CMemberScriptBinding3IP15CNetPropManagerMS0_FRK6VectorP9HSCRIPT__PKciES4_S6_S8_iE4CallEPvSC_P12CVariantBaseI24CVariantDefaultAllocatorEiSG_
Decompiled
undefined (5 params)
/* CMemberScriptBinding3<CNetPropManager*, Vector const& (CNetPropManager::*)(HSCRIPT__*, char
const*, int), Vector const&, HSCRIPT__*, char const*, int>::Call(void*, void*,
CVariantBase<CVariantDefaultAllocator>*, int, CVariantBase<CVariantDefaultAllocator>*) */
bool CMemberScriptBinding3<CNetPropManager*,Vector_const&(CNetPropManager::*)(HSCRIPT__*,char_const*,int),Vector_const&,HSCRIPT__*,char_const*,int>
::Call(void *param_1,void *param_2,CVariantBase *param_3,int param_4,CVariantBase *param_5)
{
bool bVar1;
int iVar2;
undefined4 uVar3;
bVar1 = param_5 == (CVariantBase *)0x0 || param_4 != 3;
if (param_5 == (CVariantBase *)0x0 || param_4 != 3) {
return false;
}
if (param_2 != (void *)0x0) {
if (((uint)param_1 & 1) != 0) {
param_1 = *(void **)(*(int *)param_2 + -1 + (int)param_1);
}
iVar2 = (int)*(float *)(param_3 + 0x18);
if (*(short *)(param_3 + 0x20) == 5) {
iVar2 = *(int *)(param_3 + 0x18);
}
uVar3 = (*param_1)(param_2,*(undefined4 *)param_3,*(undefined4 *)(param_3 + 0xc),iVar2);
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 = uVar3;
CVariantBase<CVariantDefaultAllocator>::ConvertToCopiedData(SUB41(param_5,0));
bVar1 = true;
}
return bVar1;
}
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.