L L4D2node

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 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)