L L4D2node

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 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)