L L4D2node

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 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)