L L4D2node

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 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)