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 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.