CRagdoll::BuildRagdollBounds
0x0049e880 · 210 bytes · __thiscall
_ZN8CRagdoll18BuildRagdollBoundsEP11CBaseEntity
Decompiled
undefined (2 params)
/* CRagdoll::BuildRagdollBounds(CBaseEntity*) */
void __thiscall CRagdoll::BuildRagdollBounds(CRagdoll *this,CBaseEntity *param_1)
{
code *pcVar1;
undefined4 uVar2;
float fVar3;
float fVar4;
float fVar5;
float local_24;
float local_20;
float local_1c;
float local_18;
float local_14;
float local_10;
pcVar1 = *(code **)(*modelinfo + 0x20);
uVar2 = CBaseEntity::GetModel(param_1);
(*pcVar1)(modelinfo,uVar2,&local_24,&local_18);
fVar5 = (local_18 - local_24) * 0.5;
fVar3 = (local_14 - local_20) * 0.5;
fVar4 = (local_10 - local_1c) * 0.5;
fVar3 = SQRT(fVar3 * fVar3 + fVar5 * fVar5 + fVar4 * fVar4);
*(float *)(this + 0x870) = fVar3;
fVar4 = -fVar3;
*(float *)(this + 0x874) = fVar3;
*(float *)(this + 0x864) = fVar4;
*(float *)(this + 0x868) = fVar4;
*(float *)(this + 0x86c) = fVar4;
*(float *)(this + 0x878) = fVar3;
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.