L L4D2node

CCollisionProperty::SetSolidFlags

0x0042b680 · 141 bytes · __thiscall

_ZN18CCollisionProperty13SetSolidFlagsEi

Decompiled

undefined (2 params)

/* CCollisionProperty::SetSolidFlags(int) */

void __thiscall CCollisionProperty::SetSolidFlags(CCollisionProperty *this,int param_1)

{
  ushort uVar1;
  
  uVar1 = *(ushort *)(this + 0x20);
  if (uVar1 != (ushort)param_1) {
    (**(code **)(*(int *)this + 0x50))(this,this + 0x20);
    *(ushort *)(this + 0x20) = (ushort)param_1;
    if (((param_1 ^ (uint)uVar1) & 0xc0) == 0) {
      if (((param_1 ^ (uint)uVar1) & 0xc) == 0) {
        return;
      }
    }
    else {
      MarkSurroundingBoundsDirty(this);
      if (((uVar1 ^ *(ushort *)(this + 0x20)) & 0xc) == 0) {
        return;
      }
    }
    CBaseEntity::CollisionRulesChanged(SUB41(*(undefined4 *)(this + 4),0));
    if (((uVar1 ^ *(ushort *)(this + 0x20)) & 0xc) != 0) {
      UpdateServerPartitionMask(this);
      CheckForUntouch(this);
      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)