L L4D2node

PhysEnableEntityCollisions

0x00493c40 · 87 bytes · __cdecl

_Z26PhysEnableEntityCollisionsP11CBaseEntityS0_

Decompiled

undefined (2 params)

/* PhysEnableEntityCollisions(CBaseEntity*, CBaseEntity*) */

void PhysEnableEntityCollisions(CBaseEntity *param_1,CBaseEntity *param_2)

{
  if ((param_1 != (CBaseEntity *)0x0) && (param_2 != (CBaseEntity *)0x0)) {
    (**(code **)(*g_EntityCollisionHash + 0xc))(g_EntityCollisionHash,param_1,param_2);
    CBaseEntity::CollisionRulesChanged(SUB41(param_1,0));
    param_1._0_1_ = SUB41(param_2,0);
    CBaseEntity::CollisionRulesChanged(param_1._0_1_);
    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)