L L4D2node

Infected::ShouldCollide

0x00a0caf0 · 57 bytes · __thiscall

_ZNK8Infected13ShouldCollideEii

Decompiled

undefined (3 params)

/* Infected::ShouldCollide(int, int) const */

undefined4 __thiscall Infected::ShouldCollide(Infected *this,int param_1,int param_2)

{
  undefined4 uVar1;
  
  if (((param_1 == 8) && (*(int *)(ZombieAvoidTeammates._28_4_ + 0x30) != 0)) &&
     ((param_2 & 0x800U) == 0)) {
    return 0;
  }
  uVar1 = CBaseEntity::ShouldCollide((CBaseEntity *)this,param_1,param_2);
  return uVar1;
}

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)