L L4D2node

CCollisionProperty::UseTriggerBounds

0x0042b720 · 92 bytes · __thiscall

_ZN18CCollisionProperty16UseTriggerBoundsEbf

Decompiled

undefined (3 params)

/* CCollisionProperty::UseTriggerBounds(bool, float) */

void __thiscall
CCollisionProperty::UseTriggerBounds(CCollisionProperty *this,bool param_1,float param_2)

{
  uint uVar1;
  
  if (SUB41((int)param_2,0) != this[0x23]) {
    (**(code **)(*(int *)this + 0x50))(this,this + 0x23);
    this[0x23] = SUB41((int)param_2,0);
  }
  if (param_1) {
    uVar1 = *(ushort *)(this + 0x20) | 0x80;
  }
  else {
    uVar1 = *(ushort *)(this + 0x20) & 0xffffff7f;
  }
  SetSolidFlags(this,uVar1);
  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)