CCollisionProperty::DoesVPhysicsInvalidateSurroundingBox
0x0042b2b0 · 90 bytes · __thiscall
_ZNK18CCollisionProperty36DoesVPhysicsInvalidateSurroundingBoxEv
Decompiled
undefined (1 param)
/* CCollisionProperty::DoesVPhysicsInvalidateSurroundingBox() const */
undefined4 __thiscall
CCollisionProperty::DoesVPhysicsInvalidateSurroundingBox(CCollisionProperty *this)
{
int iVar1;
uint uVar2;
if ((byte)this[0x2a] < 8) {
uVar2 = 1 << ((byte)this[0x2a] & 0x1f);
if ((uVar2 & 0xec) != 0) {
return 0;
}
if ((uVar2 & 1) != 0) {
iVar1 = (**(code **)(*(int *)this + 0x2c))(this);
if (iVar1 != 6) {
return 0;
}
if (*(char *)(*(int *)(this + 4) + 0x186) != '\x06') {
return 0;
}
if (*(int *)(*(int *)(this + 4) + 0x238) == 0) {
return 0;
}
}
}
return 1;
}
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.