L L4D2node

CLogicCollisionPair::InputDisableCollisions

0x006edc40 · 124 bytes · __cdecl

_ZN19CLogicCollisionPair22InputDisableCollisionsER11inputdata_t

Decompiled

undefined (1 param)

/* CLogicCollisionPair::InputDisableCollisions(inputdata_t&) */

void CLogicCollisionPair::InputDisableCollisions(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)0x1;
      param_1[0x449] = (inputdata_t)0x1;
      PhysDisableEntityCollisions(pIVar1,pIVar2);
      return;
    }
    param_1[0x449] = (inputdata_t)0x0;
  }
  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)