L L4D2node

CRagdoll2::GetRagdollOrigin

0x0049f940 · 246 bytes · __thiscall

_ZN9CRagdoll216GetRagdollOriginEv

Decompiled

undefined (1 param)

/* CRagdoll2::GetRagdollOrigin() */

CRagdoll2 * __thiscall CRagdoll2::GetRagdollOrigin(CRagdoll2 *this)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  *(undefined4 *)(this + 0x870) = 0;
  iVar2 = *(int *)(this + 0x8b8);
  *(undefined4 *)(this + 0x874) = 0;
  *(undefined4 *)(this + 0x878) = 0;
  if (iVar2 == 0) {
    if ((*(int *)(this + 8) != 0) && (piVar1 = *(int **)(this + 0x24), piVar1 != (int *)0x0)) {
      (**(code **)(*piVar1 + 0x10))(&local_28,piVar1);
      *(undefined4 *)(this + 0x870) = local_28;
      *(undefined4 *)(this + 0x874) = local_24;
      *(undefined4 *)(this + 0x878) = local_20;
    }
  }
  else {
    iVar4 = 0;
    if (0 < *(int *)(iVar2 + 0x10)) {
      do {
        while ((*(uint *)(this + 0x868) & 1 << ((byte)iVar4 & 0x1f)) == 0) {
          iVar4 = iVar4 + 1;
          if (*(int *)(iVar2 + 0x10) <= iVar4) goto LAB_0049f9d7;
        }
        iVar3 = iVar4 * 0x30;
        iVar4 = iVar4 + 1;
        MatrixGetColumn((matrix3x4_t *)(iVar3 + *(int *)(iVar2 + 4)),3,(Vector *)(this + 0x870));
        iVar2 = *(int *)(this + 0x8b8);
      } while (iVar4 < *(int *)(iVar2 + 0x10));
    }
  }
LAB_0049f9d7:
  return this + 0x870;
}

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)