CBaseEntity::CollisionRulesChanged
0x0040fb90 · 231 bytes · __cdecl
_ZN11CBaseEntity21CollisionRulesChangedEb
Decompiled
undefined (1 param)
/* CBaseEntity::CollisionRulesChanged(bool) */
void CBaseEntity::CollisionRulesChanged(bool param_1)
{
char cVar1;
int *piVar2;
int iVar3;
undefined4 uVar4;
uint uVar5;
int iVar6;
undefined3 in_stack_00000005;
int local_101c [1027];
piVar2 = (int *)_param_1[0x8e];
if (piVar2 != (int *)0x0) {
piVar2 = (int *)(**(code **)(*piVar2 + 0x15c))(piVar2);
if (piVar2 == (int *)0x0) {
cVar1 = PhysIsInCallback();
if (cVar1 != '\0') {
Warning("Changing collision rules within a callback is likely to cause crashes!\n");
}
iVar3 = (**(code **)(*_param_1 + 0x2b8))(_param_1,local_101c,0x400);
if (0 < iVar3) {
iVar6 = 0;
do {
piVar2 = (int *)local_101c[iVar6];
if (piVar2 != (int *)0x0) {
(**(code **)(*piVar2 + 0x6c))(piVar2);
}
iVar6 = iVar6 + 1;
} while (iVar6 != iVar3);
}
}
else if (*(char *)((int)_param_1 + 0x1bf) != '\0') {
iVar3 = (**(code **)(_param_1[0x65] + 0x2c))(_param_1 + 0x65);
if ((iVar3 == 0) ||
(uVar5 = (**(code **)(_param_1[0x65] + 0x30))(_param_1 + 0x65), (uVar5 & 4) != 0)) {
uVar4 = 4;
}
else {
uVar4 = 0;
}
(**(code **)(*piVar2 + 0x98))(piVar2,uVar4);
return;
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.