L L4D2node

CCSGameRules::ShouldCollide

0x00434460 · 93 bytes · __thiscall

_ZN12CCSGameRules13ShouldCollideEii

Decompiled

undefined (3 params)

/* CCSGameRules::ShouldCollide(int, int) */

undefined4 __thiscall CCSGameRules::ShouldCollide(CCSGameRules *this,int param_1,int param_2)

{
  undefined4 uVar1;
  int iVar2;
  
  iVar2 = param_2;
  if (param_2 < param_1) {
    iVar2 = param_1;
    param_1 = param_2;
  }
  if (param_1 == 8) {
    if (iVar2 != 0xb) goto LAB_004344a5;
LAB_004344af:
    uVar1 = 0;
  }
  else {
    if (param_1 == 5) {
LAB_004344a5:
      uVar1 = 1;
      if (iVar2 == 0x11) goto LAB_004344af;
    }
    else {
      if ((param_1 == 1) && (iVar2 == 0x11)) {
        return 1;
      }
      uVar1 = 0;
    }
    if (iVar2 != 0x14) {
      uVar1 = CGameRules::ShouldCollide((CGameRules *)this,param_1,iVar2);
      return uVar1;
    }
  }
  return uVar1;
}

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)