L L4D2node

CIterativeSheetSimulator::DetectCollisions

0x004b0c30 · 180 bytes · __thiscall

_ZN24CIterativeSheetSimulator16DetectCollisionsEv

Decompiled

undefined (1 param)

/* CIterativeSheetSimulator::DetectCollisions() */

void __thiscall CIterativeSheetSimulator::DetectCollisions(CIterativeSheetSimulator *this)

{
  CIterativeSheetSimulator CVar1;
  int iVar2;
  int iVar3;
  
  if ('\0' < (char)this[0xb2]) {
    iVar3 = 0;
    iVar2 = (int)(char)this[0xb3];
    do {
      if (this[0xb4] == (CIterativeSheetSimulator)0x0) {
        CSheetSimulator::DetectCollision
                  ((CSheetSimulator *)this,iVar2,
                   ((float)((char)this[0xb1] + -1) / (float)((char)this[0xb0] + -1)) * 6.0);
      }
      else {
        CSheetSimulator::InitPosition((CSheetSimulator *)this,iVar2);
      }
      CVar1 = this[0xb3];
      this[0xb3] = (CIterativeSheetSimulator)((char)CVar1 + '\x01');
      iVar2 = (int)(char)((char)CVar1 + '\x01');
      if (*(int *)this * *(int *)(this + 4) <= iVar2) {
        this[0xb3] = (CIterativeSheetSimulator)0xff;
        this[0xb4] = (CIterativeSheetSimulator)0x0;
        return;
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < (char)this[0xb2]);
  }
  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)