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https://github.com/voided/CollisionHook.git
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Merge pull request #9 from fbef0102/master
Update collisionhook.inc (latest syntax)
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commit
57de24638f
@ -17,6 +17,17 @@
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}
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}
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"cstrike"
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{
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"Signatures"
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{
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"PassServerEntityFilter"
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{
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"windows" "\x55\x8B\xEC\x56\x8B\x2A\x2A\x85\x2A\x75\x2A\xB0\x2A\x5E"
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}
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}
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}
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"csgo"
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"csgo"
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{
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{
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"Signatures"
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"Signatures"
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@ -1,21 +1,18 @@
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#if defined _collisionhook_included
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#if defined _collisionhook_included
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#endinput
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#endinput
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#endif
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#endif
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#define _collisionhook_included
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#define _collisionhook_included
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// called when the game is performing vphysics collision checks between entities
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// called when the game is performing vphysics collision checks between entities
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// return something other than Plugin_Continue to have the game use the result parameter
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// return something other than Plugin_Continue to have the game use the result parameter
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forward Action:CH_ShouldCollide( ent1, ent2, &bool:result );
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forward Action CH_ShouldCollide(int ent1, int ent2, bool &result);
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// called when the game performs collision checks through traces (only for traces using filters)
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// called when the game performs collision checks through traces (only for traces using filters)
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// return something other than Plugin_Continue to have the game use the result parameter
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// return something other than Plugin_Continue to have the game use the result parameter
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// note: any code in this forward should be very performant, the game will use many filtered traces per player per game frame
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// note: any code in this forward should be very performant, the game will use many filtered traces per player per game frame
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forward Action:CH_PassFilter( ent1, ent2, &bool:result );
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forward Action CH_PassFilter(int ent1, int ent2, bool &result);
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public Extension __ext_collisionhook =
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public Extension:__ext_collisionhook =
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{
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{
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name = "CollisionHook",
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name = "CollisionHook",
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file = "collisionhook.ext",
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file = "collisionhook.ext",
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@ -30,5 +27,4 @@ public Extension:__ext_collisionhook =
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#else
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#else
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required = 0,
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required = 0,
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#endif
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#endif
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};
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};
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