CRagdoll::~CRagdoll
0x0049ec60 · 133 bytes · __thiscall
_ZN8CRagdollD1Ev
Decompiled
undefined (1 param)
/* CRagdoll::~CRagdoll() */
void __thiscall CRagdoll::~CRagdoll(CRagdoll *this)
{
int *piVar1;
int iVar2;
CRagdoll *pCVar3;
*(undefined ***)this = &PTR__CRagdoll_00c1bce8;
if ((*(int *)(this + 4) != 0) && (s_globalCount = s_globalCount + 1, 0 < *(int *)(this + 4))) {
pCVar3 = this + 0x1c;
iVar2 = 0;
do {
piVar1 = *(int **)pCVar3;
if (piVar1 != (int *)0x0) {
(**(code **)(*g_pPhysSaveRestoreManager + 0xc))(g_pPhysSaveRestoreManager,piVar1);
(**(code **)(*piVar1 + 0x34))(piVar1,0);
}
iVar2 = iVar2 + 1;
pCVar3 = pCVar3 + 0x54;
} while (iVar2 < *(int *)(this + 4));
}
RagdollDestroy((ragdoll_t *)(this + 4));
*(undefined ***)this = &PTR__IRagdoll_00c1bc88;
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.