CGameRules::ShouldCollide
0x0045e940 · 443 bytes · __thiscall
_ZN10CGameRules13ShouldCollideEii
Decompiled
undefined (3 params)
/* CGameRules::ShouldCollide(int, int) */
bool __thiscall CGameRules::ShouldCollide(CGameRules *this,int param_1,int param_2)
{
uint uVar1;
bool bVar2;
uVar1 = param_2;
if (param_2 < param_1) {
uVar1 = param_1;
param_1 = param_2;
}
bVar2 = param_1 == 5;
if ((param_1 == 8) || (bVar2)) {
if (uVar1 == 0x11) {
return false;
}
if (param_1 != 1) goto LAB_0045e978;
LAB_0045ea6d:
if (uVar1 == 0x15) {
return false;
}
}
else {
if (param_1 == 1) {
if (uVar1 == 0x11) {
return true;
}
goto LAB_0045ea6d;
}
LAB_0045e978:
if (param_1 == 0xd) {
if (uVar1 == 0x15) {
return true;
}
}
else {
if (param_1 == 0x15) {
return false;
}
if (uVar1 == 0x15) {
return false;
}
if (param_1 == 10) {
return false;
}
}
}
if (uVar1 == 10) {
return false;
}
if (uVar1 == 0xe) {
if (param_1 == 9) {
return true;
}
return false;
}
if ((bVar2) && (uVar1 == 0xf)) {
return false;
}
if (param_1 - 1U < 2) {
return false;
}
if (param_1 == 0x10) {
return false;
}
if (uVar1 == 0x10) {
if (param_1 == 0) {
return true;
}
return false;
}
if (param_1 == 3) {
if (uVar1 == 3) {
return false;
}
if (uVar1 == 5 || uVar1 == 8) {
return false;
}
if (uVar1 == 4) {
return false;
}
LAB_0045eaba:
if (uVar1 == 0xd) {
if (param_1 == 0xb) {
return false;
}
if (param_1 == 0xd) {
return false;
}
goto LAB_0045ead7;
}
}
else {
if (param_1 != 6) {
if (uVar1 == 4) {
return param_1 == 0;
}
goto LAB_0045eaba;
}
if ((uVar1 & 0xfffffffd) == 4) {
return false;
}
if (uVar1 == 0xd) goto LAB_0045ead7;
}
if (uVar1 != 0xb) {
if (param_1 == 0xc) {
return false;
}
if (uVar1 != 0xc) {
return true;
}
return param_1 == 7;
}
if (param_1 == 7 || bVar2) {
return false;
}
if (param_1 == 9) {
return false;
}
LAB_0045ead7:
return param_1 != 0xc;
}
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.