L L4D2node

CRagdoll2::GetRagdollBounds

0x0049f830 · 138 bytes · __thiscall

_ZN9CRagdoll216GetRagdollBoundsER6VectorS1_

Decompiled

undefined (3 params)

/* CRagdoll2::GetRagdollBounds(Vector&, Vector&) */

void __thiscall CRagdoll2::GetRagdollBounds(CRagdoll2 *this,Vector *param_1,Vector *param_2)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  
  fVar1 = *(float *)(this + 0x894);
  fVar2 = *(float *)(this + 0x88c);
  fVar3 = *(float *)(this + 0x878);
  fVar4 = *(float *)(this + 0x870);
  *(float *)(param_1 + 4) = *(float *)(this + 0x890) - *(float *)(this + 0x874);
  *(float *)(param_1 + 8) = fVar1 - fVar3;
  *(float *)param_1 = fVar2 - fVar4;
  fVar1 = *(float *)(this + 0x8a0);
  fVar2 = *(float *)(this + 0x898);
  fVar3 = *(float *)(this + 0x878);
  fVar4 = *(float *)(this + 0x870);
  *(float *)(param_2 + 4) = *(float *)(this + 0x89c) - *(float *)(this + 0x874);
  *(float *)(param_2 + 8) = fVar1 - fVar3;
  *(float *)param_2 = fVar2 - fVar4;
  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)