CRagdoll::CheckSettleStationaryRagdoll
0x0049f3f0 · 300 bytes · __thiscall
_ZN8CRagdoll28CheckSettleStationaryRagdollEv
Decompiled
undefined (1 param)
/* CRagdoll::CheckSettleStationaryRagdoll() */
void __thiscall CRagdoll::CheckSettleStationaryRagdoll(CRagdoll *this)
{
float *pfVar1;
undefined4 *puVar2;
longdouble lVar3;
float fVar4;
lVar3 = (longdouble)(**(code **)(*physenv + 0x9c))(physenv);
fVar4 = (float)lVar3 - *(float *)(this + 0x8a0);
if (fVar4 <= 1.0) {
fVar4 = 1.0;
}
if (10.0 <= fVar4) {
fVar4 = 10.0;
}
pfVar1 = (float *)(**(code **)(*(int *)this + 0xc))(this);
if (((ABS(*pfVar1 - *(float *)(this + 0x890)) <= fVar4) &&
(ABS(pfVar1[1] - *(float *)(this + 0x894)) <= fVar4)) &&
(ABS(pfVar1[2] - *(float *)(this + 0x898)) <= fVar4)) {
lVar3 = (longdouble)(**(code **)(*physenv + 0x9c))(physenv);
if ((float)lVar3 - *(float *)(this + 0x89c) < *(float *)(ragdoll_sleepaftertime._28_4_ + 0x2c))
{
return;
}
PhysForceRagdollToSleep(this);
this[0x88c] = (CRagdoll)0x1;
return;
}
lVar3 = (longdouble)(**(code **)(*physenv + 0x9c))(physenv);
*(float *)(this + 0x89c) = (float)lVar3;
puVar2 = (undefined4 *)(**(code **)(*(int *)this + 0xc))(this);
*(undefined4 *)(this + 0x890) = *puVar2;
*(undefined4 *)(this + 0x894) = puVar2[1];
*(undefined4 *)(this + 0x898) = puVar2[2];
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.