L L4D2node

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 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)