CLogicCollisionPair::InputEnableCollisions
0x006edbc0 · 124 bytes · __cdecl
_ZN19CLogicCollisionPair21InputEnableCollisionsER11inputdata_t
Decompiled
undefined (1 param)
/* CLogicCollisionPair::InputEnableCollisions(inputdata_t&) */
void CLogicCollisionPair::InputEnableCollisions(inputdata_t *param_1)
{
IPhysicsObject *pIVar1;
IPhysicsObject *pIVar2;
if ((param_1[0x449] == (inputdata_t)0x0) || (param_1[0x448] != (inputdata_t)0x0)) {
pIVar1 = (IPhysicsObject *)
FindPhysicsObjectByNameOrWorld(*(undefined4 *)(param_1 + 0x440),param_1);
pIVar2 = (IPhysicsObject *)
FindPhysicsObjectByNameOrWorld(*(undefined4 *)(param_1 + 0x444),param_1);
if ((pIVar1 != (IPhysicsObject *)0x0) &&
((pIVar2 != (IPhysicsObject *)0x0 && (pIVar1 != pIVar2)))) {
param_1[0x448] = (inputdata_t)0x0;
param_1[0x449] = (inputdata_t)0x1;
PhysEnableEntityCollisions(pIVar1,pIVar2);
return;
}
param_1[0x449] = (inputdata_t)0x0;
}
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.