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 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.