CCollisionEvent::AdditionalCollisionChecksThisTick
0x00781f90 · 99 bytes · __thiscall
_ZN15CCollisionEvent33AdditionalCollisionChecksThisTickEi
Decompiled
undefined (2 params)
/* CCollisionEvent::AdditionalCollisionChecksThisTick(int) */
int __thiscall CCollisionEvent::AdditionalCollisionChecksThisTick(CCollisionEvent *this,int param_1)
{
if (0x4af < param_1) {
DevMsg(1,"%s: VPhysics exceeded collision check limit (%d)!!!\nInterpenetration may result!\n",
"SERVER",param_1);
return 0;
}
DevMsg(1,"%s: VPhysics Collision detection getting expensive, check for too many convex pieces!\n"
,"SERVER");
return 0x4b0 - param_1;
}
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.