CEnvPhysicsBlocker::ShouldCollide
0x0068b880 · 80 bytes · __thiscall
_ZNK18CEnvPhysicsBlocker13ShouldCollideEii
Decompiled
undefined (3 params)
/* CEnvPhysicsBlocker::ShouldCollide(int, int) const */
uint __thiscall CEnvPhysicsBlocker::ShouldCollide(CEnvPhysicsBlocker *this,int param_1,int param_2)
{
int iVar1;
if (param_1 != 8) {
return 0;
}
iVar1 = *(int *)(this + 0x458);
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 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.