L L4D2node

CCollisionEvent::ShouldFreezeContacts

0x00779110 · 76 bytes · __thiscall

_ZN15CCollisionEvent20ShouldFreezeContactsEPP14IPhysicsObjecti

Decompiled

undefined (3 params)

/* CCollisionEvent::ShouldFreezeContacts(IPhysicsObject**, int) */

undefined4 __thiscall
CCollisionEvent::ShouldFreezeContacts(CCollisionEvent *this,IPhysicsObject **param_1,int param_2)

{
  int iVar1;
  
  iVar1 = *(int *)(gpGlobals + 0x18);
  if ((iVar1 < *(int *)(this + 0x160)) || (*(int *)(this + 0x160) < iVar1 + -1)) {
    DevWarning("Performance Warning: large friction system (%d objects)!!!\n",param_2);
    iVar1 = *(int *)(gpGlobals + 0x18);
  }
  *(int *)(this + 0x160) = iVar1;
  return 0;
}

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)