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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.