L L4D2node

CBaseEntity::PerformFlyCollisionResolution

0x00477b80 · 119 bytes · __thiscall

_ZN11CBaseEntity29PerformFlyCollisionResolutionER10CGameTraceR6Vector

Decompiled

undefined (3 params)

/* CBaseEntity::PerformFlyCollisionResolution(CGameTrace&, Vector&) */

void __thiscall
CBaseEntity::PerformFlyCollisionResolution(CBaseEntity *this,CGameTrace *param_1,Vector *param_2)

{
  CBaseEntity CVar1;
  
  CVar1 = this[0x187];
  if (CVar1 == (CBaseEntity)0x1) {
    ResolveFlyCollisionBounce(this,param_1,param_2,0.0);
    return;
  }
  if (CVar1 != (CBaseEntity)0x0) {
    if (CVar1 == (CBaseEntity)0x2) {
                    /* WARNING: Could not recover jumptable at 0x00477bc6. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*(int *)this + 0x2cc))();
      return;
    }
    if (CVar1 != (CBaseEntity)0x3) {
      return;
    }
  }
  ResolveFlyCollisionSlide(this,param_1,param_2);
  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)