L L4D2node

Witch::ShouldCollide

0x00a494c0 · 60 bytes · __thiscall

_ZNK5Witch13ShouldCollideEii

Decompiled

undefined (3 params)

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

void __thiscall Witch::ShouldCollide(Witch *this,int param_1,int param_2)

{
  char cVar1;
  
  cVar1 = CTerrorGameRules::IsVersusMode();
  if (cVar1 == '\0') {
    Infected::ShouldCollide((Infected *)this,param_1,param_2);
    return;
  }
  CBaseEntity::ShouldCollide((CBaseEntity *)this,param_1,param_2);
  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)