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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.