L L4D2node

CFuncPlayerInfectedClip::ShouldCollide

0x00b13300 · 20 bytes · __thiscall

_ZNK23CFuncPlayerInfectedClip13ShouldCollideEii

Decompiled

undefined (3 params)

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

uint __thiscall
CFuncPlayerInfectedClip::ShouldCollide(CFuncPlayerInfectedClip *this,int param_1,int param_2)

{
  uint uVar1;
  
  uVar1 = 0;
  if (param_1 == 8) {
    uVar1 = (uint)param_2 >> 0x1f;
  }
  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)