L L4D2node

CCollisionEvent::ShouldCollide

0x00779100 · 10 bytes · __thiscall

_ZThn4_N15CCollisionEvent13ShouldCollideEP14IPhysicsObjectS1_PvS2_RK28PhysicsCollisionRulesCache_tS5_

Decompiled

undefined (7 params)

/* non-virtual thunk to CCollisionEvent::ShouldCollide(IPhysicsObject*, IPhysicsObject*, void*,
   void*, PhysicsCollisionRulesCache_t const&, PhysicsCollisionRulesCache_t const&) */

void __thiscall
CCollisionEvent::ShouldCollide
          (CCollisionEvent *this,IPhysicsObject *param_1,IPhysicsObject *param_2,void *param_3,
          void *param_4,PhysicsCollisionRulesCache_t *param_5,PhysicsCollisionRulesCache_t *param_6)

{
  ShouldCollide((IPhysicsObject *)(this + -4),param_1,param_2,param_3,param_4,param_5);
  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)