L L4D2node

CLogicCollisionPair::Activate

0x006edb20 · 145 bytes · __thiscall

_ZN19CLogicCollisionPair8ActivateEv

Decompiled

undefined (1 param)

/* CLogicCollisionPair::Activate() */

void __thiscall CLogicCollisionPair::Activate(CLogicCollisionPair *this)

{
  IPhysicsObject *pIVar1;
  IPhysicsObject *pIVar2;
  
  if (this[0x448] == (CLogicCollisionPair)0x0) {
    CBaseEntity::Activate((CBaseEntity *)this);
    return;
  }
  pIVar1 = (IPhysicsObject *)FindPhysicsObjectByNameOrWorld(*(undefined4 *)(this + 0x440),this);
  pIVar2 = (IPhysicsObject *)FindPhysicsObjectByNameOrWorld(*(undefined4 *)(this + 0x444),this);
  if (((pIVar1 != (IPhysicsObject *)0x0) && (pIVar2 != (IPhysicsObject *)0x0)) && (pIVar1 != pIVar2)
     ) {
    this[0x448] = (CLogicCollisionPair)0x1;
    this[0x449] = (CLogicCollisionPair)0x1;
    PhysDisableEntityCollisions(pIVar1,pIVar2);
    CBaseEntity::Activate((CBaseEntity *)this);
    return;
  }
  this[0x449] = (CLogicCollisionPair)0x0;
  CBaseEntity::Activate((CBaseEntity *)this);
  return;
}

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)