L L4D2node

PhysEnableEntityCollisions

0x00493af0 · 99 bytes · __cdecl

_Z26PhysEnableEntityCollisionsP14IPhysicsObjectS0_

Decompiled

undefined (2 params)

/* PhysEnableEntityCollisions(IPhysicsObject*, IPhysicsObject*) */

void PhysEnableEntityCollisions(IPhysicsObject *param_1,IPhysicsObject *param_2)

{
  code *pcVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  
  if ((param_1 != (IPhysicsObject *)0x0) && (param_2 != (IPhysicsObject *)0x0)) {
    pcVar1 = *(code **)(*g_EntityCollisionHash + 0xc);
    uVar2 = (**(code **)(*(int *)param_2 + 0x48))(param_2);
    uVar3 = (**(code **)(*(int *)param_1 + 0x48))(param_1);
    (*pcVar1)(g_EntityCollisionHash,uVar3,uVar2);
    PhysRecheckObjectPair(param_1,param_2);
    return;
  }
  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)