L L4D2node

CCollisionProperty::ShouldTouchTrigger

0x00429080 · 90 bytes · __thiscall

_ZNK18CCollisionProperty18ShouldTouchTriggerEi

Decompiled

undefined (2 params)

/* CCollisionProperty::ShouldTouchTrigger(int) const */

uint __thiscall CCollisionProperty::ShouldTouchTrigger(CCollisionProperty *this,int param_1)

{
  int iVar1;
  uint uVar2;
  
  iVar1 = (**(code **)(*(int *)this + 0x38))(this);
  if (iVar1 == 1) {
    return (uint)param_1 >> 9 & 1;
  }
  uVar2 = 0;
  if (((byte)this[0x20] & 8) == 0) {
    iVar1 = (**(code **)(*(int *)this + 0x38))(this);
    uVar2 = 1;
    if (iVar1 != 5) {
      return ((uint)param_1 >> 10 ^ 1) & 1;
    }
  }
  return uVar2;
}

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)