L L4D2node

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 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)