L L4D2node

CFuncPlayerGhostInfectedClip::ShouldCollide

0x00b13380 · 24 bytes · __thiscall

_ZNK28CFuncPlayerGhostInfectedClip13ShouldCollideEii

Decompiled

undefined (3 params)

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

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

{
  if (param_1 != 8) {
    return 0;
  }
  return (uint)param_2 >> 0x16 & 1;
}

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)