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 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.