CDynamicProp::InputEnableCollision
0x007e6360 · 193 bytes · __cdecl
_ZN12CDynamicProp20InputEnableCollisionER11inputdata_t
Decompiled
undefined (1 param)
/* CDynamicProp::InputEnableCollision(inputdata_t&) */
void CDynamicProp::InputEnableCollision(inputdata_t *param_1)
{
uint uVar1;
int iVar2;
undefined *puVar3;
int iVar4;
if (*(int *)(param_1 + 0x15a4) == 0) {
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(param_1 + 0x194),*(ushort *)(param_1 + 0x1b4) & 0xfffffffb);
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),*(ushort *)(iVar2 + 0x1b4) & 0xfffffffb);
if (*(int *)(param_1 + 0x15a4) <= iVar4) {
return;
}
}
iVar4 = iVar4 + 1;
} while (iVar4 < *(int *)(param_1 + 0x15a4));
}
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.