CRagdoll::PhysForceRagdollToSleep
0x0049f320 · 205 bytes · __thiscall
_ZN8CRagdoll23PhysForceRagdollToSleepEv
Decompiled
undefined (1 param)
/* CRagdoll::PhysForceRagdollToSleep() */
void __thiscall CRagdoll::PhysForceRagdollToSleep(CRagdoll *this)
{
int *piVar1;
int iVar2;
int iVar3;
CRagdoll *pCVar4;
undefined4 local_b4;
undefined4 local_b0;
undefined4 local_ac;
undefined4 local_a8;
undefined4 local_a4;
undefined4 local_a0;
int local_9c [35];
local_b4 = 0;
local_b0 = 0;
local_ac = 0;
local_a8 = 0;
local_a4 = 0;
local_a0 = 0;
iVar2 = *(int *)(this + 4);
if (0 < iVar2) {
iVar3 = 0;
pCVar4 = this + 0x1c;
do {
piVar1 = *(int **)pCVar4;
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 0xcc))(piVar1,&local_b4,&local_a8);
iVar2 = *(int *)(this + 4);
local_9c[iVar3] = *(int *)pCVar4;
}
iVar3 = iVar3 + 1;
pCVar4 = pCVar4 + 0x54;
} while (iVar3 < iVar2);
}
(**(code **)(*physenv + 0x11c))(physenv,local_9c,iVar2);
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.