L L4D2node

CRagdoll::RagdollBone

0x0049ed10 · 85 bytes · __cdecl

_ZN8CRagdoll11RagdollBoneEP11CBaseEntityP13mstudiobone_tiPbR13CBoneAccessor

Decompiled

undefined (5 params)

/* CRagdoll::RagdollBone(CBaseEntity*, mstudiobone_t*, int, bool*, CBoneAccessor&) */

void CRagdoll::RagdollBone
               (CBaseEntity *param_1,mstudiobone_t *param_2,int param_3,bool *param_4,
               CBoneAccessor *param_5)

{
  char cVar1;
  int iVar2;
  CBoneAccessor *in_stack_00000018;
  
  if (0 < *(int *)(param_1 + 4)) {
    iVar2 = 0;
    do {
      cVar1 = RagdollGetBoneMatrix((ragdoll_t *)(param_1 + 4),in_stack_00000018,iVar2);
      if (cVar1 != '\0') {
        param_5[*(int *)(param_1 + iVar2 * 4 + 0x7f0)] = (CBoneAccessor)0x1;
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 < *(int *)(param_1 + 4));
  }
  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)