L L4D2node

CEnv_Blocker::ShouldCollide

0x0068b820 · 80 bytes · __thiscall

_ZNK12CEnv_Blocker13ShouldCollideEii

Decompiled

undefined (3 params)

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

uint __thiscall CEnv_Blocker::ShouldCollide(CEnv_Blocker *this,int param_1,int param_2)

{
  int iVar1;
  
  if (param_1 != 8) {
    return 0;
  }
  iVar1 = *(int *)(this + 0x444);
  if (iVar1 == 1) {
    return (uint)param_2 >> 0xb & 1;
  }
  if (1 < iVar1) {
    if (iVar1 == 2) {
      return (uint)param_2 >> 0x1f;
    }
    if (iVar1 == 3) {
      return (uint)((param_2 & 0x80001000U) != 0);
    }
  }
  return (uint)((param_2 & 0x80001800U) != 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)