L L4D2node

CCollisionProperty::MarkPartitionHandleDirty

0x0042b470 · 57 bytes · __thiscall

_ZN18CCollisionProperty24MarkPartitionHandleDirtyEv

Decompiled

undefined (1 param)

/* CCollisionProperty::MarkPartitionHandleDirty() */

void __thiscall CCollisionProperty::MarkPartitionHandleDirty(CCollisionProperty *this)

{
  if (((byte)(*(CBaseEntity **)(this + 4))[0x14d] & 0x80) == 0) {
    CDirtySpatialPartitionEntityList::AddEntity
              ((CDirtySpatialPartitionEntityList *)s_DirtyKDTree,*(CBaseEntity **)(this + 4));
    *(uint *)(*(int *)(this + 4) + 0x14c) = *(uint *)(*(int *)(this + 4) + 0x14c) | 0x8000;
  }
  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)