L L4D2node

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 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)