L L4D2node

CBaseAbility::HandleCustomCollision

0x004d2a70 · 7 bytes · __cdecl

_ZN12CBaseAbility21HandleCustomCollisionEP11CBaseEntityRK6VectorS4_P10CGameTraceP9CMoveData

Decompiled

undefined (5 params)

/* CBaseAbility::HandleCustomCollision(CBaseEntity*, Vector const&, Vector const&, CGameTrace*,
   CMoveData*) */

undefined4
CBaseAbility::HandleCustomCollision
          (CBaseEntity *param_1,Vector *param_2,Vector *param_3,CGameTrace *param_4,
          CMoveData *param_5)

{
  return 0;
}

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)