diff --git a/sourcemod/gamedata/collisionhook.txt b/sourcemod/gamedata/collisionhook.txt index 7ab6eaf..96af269 100644 --- a/sourcemod/gamedata/collisionhook.txt +++ b/sourcemod/gamedata/collisionhook.txt @@ -16,6 +16,17 @@ } } } + + "cstrike" + { + "Signatures" + { + "PassServerEntityFilter" + { + "windows" "\x55\x8B\xEC\x56\x8B\x2A\x2A\x85\x2A\x75\x2A\xB0\x2A\x5E" + } + } + } "csgo" { diff --git a/sourcemod/scripting/include/collisionhook.inc b/sourcemod/scripting/include/collisionhook.inc index def17c3..173bd6b 100644 --- a/sourcemod/scripting/include/collisionhook.inc +++ b/sourcemod/scripting/include/collisionhook.inc @@ -1,34 +1,30 @@ - -#if defined _collisionhook_included - #endinput -#endif -#define _collisionhook_included - - -// called when the game is performing vphysics collision checks between entities -// return something other than Plugin_Continue to have the game use the result parameter -forward Action:CH_ShouldCollide( ent1, ent2, &bool:result ); - -// called when the game performs collision checks through traces (only for traces using filters) -// return something other than Plugin_Continue to have the game use the result parameter -// note: any code in this forward should be very performant, the game will use many filtered traces per player per game frame -forward Action:CH_PassFilter( ent1, ent2, &bool:result ); - - -public Extension:__ext_collisionhook = -{ - name = "CollisionHook", - file = "collisionhook.ext", - -#if defined AUTOLOAD_EXTENSIONS - autoload = 1, -#else - autoload = 0, -#endif -#if defined REQUIRE_EXTENSIONS - required = 1, -#else - required = 0, -#endif - -}; +#if defined _collisionhook_included + #endinput +#endif +#define _collisionhook_included + +// called when the game is performing vphysics collision checks between entities +// return something other than Plugin_Continue to have the game use the result parameter +forward Action CH_ShouldCollide(int ent1, int ent2, bool &result); + +// called when the game performs collision checks through traces (only for traces using filters) +// return something other than Plugin_Continue to have the game use the result parameter +// note: any code in this forward should be very performant, the game will use many filtered traces per player per game frame +forward Action CH_PassFilter(int ent1, int ent2, bool &result); + +public Extension __ext_collisionhook = +{ + name = "CollisionHook", + file = "collisionhook.ext", + +#if defined AUTOLOAD_EXTENSIONS + autoload = 1, +#else + autoload = 0, +#endif +#if defined REQUIRE_EXTENSIONS + required = 1, +#else + required = 0, +#endif +};