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 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.