CCollisionProperty::UpdateServerPartitionMask
0x0042b390 · 209 bytes · __thiscall
_ZN18CCollisionProperty25UpdateServerPartitionMaskEv
Decompiled
undefined (1 param)
/* CCollisionProperty::UpdateServerPartitionMask() */
void __thiscall CCollisionProperty::UpdateServerPartitionMask(CCollisionProperty *this)
{
short sVar1;
int iVar2;
ushort uVar3;
sVar1 = *(short *)(this + 0x28);
if (sVar1 != -1) {
(**(code **)(*partition + 0x20))(partition,sVar1);
iVar2 = *(int *)(*(int *)(this + 4) + 0x30);
if ((iVar2 != 0) && (iVar2 - *(int *)(gpGlobals + 0x58) >> 4 != 0)) {
if (((this[0x22] == (CCollisionProperty)0x0) || ((*(ushort *)(this + 0x20) & 4) != 0)) &&
((*(ushort *)(this + 0x20) & 8) == 0)) {
if ((*(byte *)(*(int *)(this + 4) + 0x14e) & 4) != 0) {
(**(code **)(*partition + 0x14))(partition,0x10,sVar1);
}
}
else {
(**(code **)(*partition + 0x14))(partition,0x10,sVar1);
uVar3 = (*(ushort *)(this + 0x20) >> 2 ^ 1) & 1;
if ((*(ushort *)(this + 0x20) & 8) != 0) {
uVar3 = uVar3 | 2;
}
(**(code **)(*partition + 0x14))(partition,uVar3,sVar1);
}
}
}
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.