L L4D2node

CPropMountedGun::ShouldCollide

0x00550d80 · 23 bytes · __thiscall

_ZNK15CPropMountedGun13ShouldCollideEii

Decompiled

undefined (3 params)

/* CPropMountedGun::ShouldCollide(int, int) const */

undefined4 __thiscall CPropMountedGun::ShouldCollide(CPropMountedGun *this,int param_1,int param_2)

{
  undefined4 uVar1;
  
  if (param_2 != 0x2006041) {
    uVar1 = CBaseEntity::ShouldCollide((CBaseEntity *)this,param_1,param_2);
    return uVar1;
  }
  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)