CCollisionEvent::ShouldSolvePenetration
0x0077e550 · 10 bytes · __thiscall
_ZThn4_N15CCollisionEvent22ShouldSolvePenetrationEP14IPhysicsObjectS1_PvS2_f
Decompiled
undefined (6 params)
/* non-virtual thunk to CCollisionEvent::ShouldSolvePenetration(IPhysicsObject*, IPhysicsObject*,
void*, void*, float) */
void __thiscall
CCollisionEvent::ShouldSolvePenetration
(CCollisionEvent *this,IPhysicsObject *param_1,IPhysicsObject *param_2,void *param_3,
void *param_4,float param_5)
{
ShouldSolvePenetration((IPhysicsObject *)(this + -4),param_1,param_2,param_3,(float)param_4);
return;
}
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.