CCollisionProperty::MarkSurroundingBoundsDirty
0x0042b4b0 · 82 bytes · __thiscall
_ZN18CCollisionProperty26MarkSurroundingBoundsDirtyEv
Decompiled
undefined (1 param)
/* CCollisionProperty::MarkSurroundingBoundsDirty() */
void __thiscall CCollisionProperty::MarkSurroundingBoundsDirty(CCollisionProperty *this)
{
uint *puVar1;
int iVar2;
iVar2 = *(int *)(*(int *)(this + 4) + 0x30);
if ((iVar2 != 0) && (iVar2 - *(int *)(gpGlobals + 0x58) >> 4 != 0)) {
puVar1 = (uint *)(*(int *)(this + 4) + 0x14c);
*puVar1 = *puVar1 | 0x4000;
MarkPartitionHandleDirty(this);
puVar1 = *(uint **)(*(int *)(this + 4) + 0x30);
if (puVar1 != (uint *)0x0) {
*puVar1 = *puVar1 | 0x80;
return;
}
}
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.