L L4D2node

CRagdoll2::BuildRagdollBounds

0x0049fc70 · 256 bytes · __thiscall

_ZN9CRagdoll218BuildRagdollBoundsEP11CBaseEntity

Decompiled

undefined (2 params)

/* CRagdoll2::BuildRagdollBounds(CBaseEntity*) */

void __thiscall CRagdoll2::BuildRagdollBounds(CRagdoll2 *this,CBaseEntity *param_1)

{
  code *pcVar1;
  undefined4 uVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  pcVar1 = *(code **)(*modelinfo + 0x20);
  uVar2 = CBaseEntity::GetModel(param_1);
  (*pcVar1)(modelinfo,uVar2,&local_24,&local_18);
  fVar5 = (local_18 - local_24) * 0.5;
  fVar3 = (local_14 - local_20) * 0.5;
  fVar4 = (local_10 - local_1c) * 0.5;
  fVar3 = SQRT(fVar3 * fVar3 + fVar5 * fVar5 + fVar4 * fVar4);
  *(float *)(this + 0x88c) = *(float *)(this + 0x870) - fVar3;
  *(float *)(this + 0x898) = *(float *)(this + 0x870) + fVar3;
  *(float *)(this + 0x89c) = *(float *)(this + 0x874) + fVar3;
  *(float *)(this + 0x890) = *(float *)(this + 0x874) - fVar3;
  *(float *)(this + 0x894) = *(float *)(this + 0x878) - fVar3;
  *(float *)(this + 0x8a0) = fVar3 + *(float *)(this + 0x878);
  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)