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 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.