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 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.