CPipeBombProjectile::ResolveFlyCollisionCustom
0x00553820 · 69 bytes · __thiscall
_ZN19CPipeBombProjectile25ResolveFlyCollisionCustomER10CGameTraceR6Vector
Decompiled
undefined (3 params)
/* CPipeBombProjectile::ResolveFlyCollisionCustom(CGameTrace&, Vector&) */
void __thiscall
CPipeBombProjectile::ResolveFlyCollisionCustom
(CPipeBombProjectile *this,CGameTrace *param_1,Vector *param_2)
{
int *piVar1;
int iVar2;
piVar1 = *(int **)(param_1 + 0x4c);
if (piVar1 != (int *)0x0) {
iVar2 = (**(code **)(*piVar1 + 0x144))(piVar1);
if (iVar2 != 0) {
return;
}
}
CBaseCSGrenadeProjectile::ResolveFlyCollisionCustom
((CBaseCSGrenadeProjectile *)this,param_1,param_2);
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.