PhysDisableEntityCollisions
0x00493b60 · 99 bytes · __cdecl
_Z27PhysDisableEntityCollisionsP14IPhysicsObjectS0_
Decompiled
undefined (2 params)
/* PhysDisableEntityCollisions(IPhysicsObject*, IPhysicsObject*) */
void PhysDisableEntityCollisions(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 + 8);
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 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.