L L4D2node

PhysShouldCollide

0x0077a160 · 134 bytes · __cdecl

_Z17PhysShouldCollideP14IPhysicsObjectS0_

Decompiled

undefined (2 params)

/* PhysShouldCollide(IPhysicsObject*, IPhysicsObject*) */

bool PhysShouldCollide(IPhysicsObject *param_1,IPhysicsObject *param_2)

{
  void *pvVar1;
  PhysicsCollisionRulesCache_t *pPVar2;
  PhysicsCollisionRulesCache_t *pPVar3;
  int iVar4;
  
  pvVar1 = (void *)(**(code **)(*(int *)param_1 + 0x48))(param_1);
  pPVar2 = (PhysicsCollisionRulesCache_t *)(**(code **)(*(int *)param_2 + 0x48))(param_2);
  if ((pPVar2 != (PhysicsCollisionRulesCache_t *)0x0) && (pvVar1 != (void *)0x0)) {
    (**(code **)(*(int *)param_2 + 0x164))(param_2);
    pPVar3 = (PhysicsCollisionRulesCache_t *)(**(code **)(*(int *)param_1 + 0x164))(param_1);
    iVar4 = CCollisionEvent::ShouldCollide
                      ((IPhysicsObject *)g_Collisions,param_1,param_2,pvVar1,pPVar2,pPVar3);
    return iVar4 != 0;
  }
  return false;
}

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)