L L4D2node

CRagdoll::SolvePenetrations

0x0049e7f0 · 47 bytes · __thiscall

_ZN8CRagdoll17SolvePenetrationsEP14IPhysicsObjectS1_

Decompiled

undefined (3 params)

/* CRagdoll::SolvePenetrations(IPhysicsObject*, IPhysicsObject*) */

bool __thiscall
CRagdoll::SolvePenetrations(CRagdoll *this,IPhysicsObject *param_1,IPhysicsObject *param_2)

{
  int *piVar1;
  
  piVar1 = *(int **)(this + 0xc);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0x1c))(piVar1,param_1,param_2);
  }
  return piVar1 == (int *)0x0;
}

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)