L L4D2node

CDynamicProp::InputDisableCollision

0x007e6280 · 199 bytes · __cdecl

_ZN12CDynamicProp21InputDisableCollisionER11inputdata_t

Decompiled

undefined (1 param)

/* CDynamicProp::InputDisableCollision(inputdata_t&) */

void CDynamicProp::InputDisableCollision(inputdata_t *param_1)

{
  uint uVar1;
  int iVar2;
  undefined *puVar3;
  int iVar4;
  
  if (*(int *)(param_1 + 0x15a4) == 0) {
    CCollisionProperty::SetSolidFlags
              ((CCollisionProperty *)(param_1 + 0x194),(uint)(*(ushort *)(param_1 + 0x1b4) | 4));
    return;
  }
  iVar4 = 0;
  if (0 < *(int *)(param_1 + 0x15a4)) {
    do {
      while( true ) {
        iVar2 = CBoneFollowerManager::GetBoneFollower
                          ((CBoneFollowerManager *)(param_1 + 0x15a4),iVar4);
        uVar1 = *(uint *)(iVar2 + 4);
        if ((((uVar1 == 0xffffffff) ||
             (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc))
            || (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) ||
           (iVar2 = *(int *)(puVar3 + 4), iVar2 == 0)) break;
        iVar4 = iVar4 + 1;
        CCollisionProperty::SetSolidFlags
                  ((CCollisionProperty *)(iVar2 + 0x194),(uint)(*(ushort *)(iVar2 + 0x1b4) | 4));
        if (*(int *)(param_1 + 0x15a4) <= iVar4) {
          return;
        }
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 < *(int *)(param_1 + 0x15a4));
  }
  return;
}

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)