CRagdoll2::ApplyAnimationVelocity
0x004a06a0 · 103 bytes · __thiscall
_ZN9CRagdoll222ApplyAnimationVelocityERK10CUtlVectorINS_8AddVel_tE10CUtlMemoryIS1_iEE
Decompiled
undefined (2 params)
/* CRagdoll2::ApplyAnimationVelocity(CUtlVector<CRagdoll2::AddVel_t, CUtlMemory<CRagdoll2::AddVel_t,
int> > const&) */
void __thiscall CRagdoll2::ApplyAnimationVelocity(CRagdoll2 *this,CUtlVector *param_1)
{
int iVar1;
int *piVar2;
int iVar3;
int iVar4;
CRagdoll2 *pCVar5;
iVar3 = *(int *)(this + 8);
if (*(int *)(param_1 + 0xc) <= *(int *)(this + 8)) {
iVar3 = *(int *)(param_1 + 0xc);
}
pCVar5 = this + 0x24;
iVar4 = 0;
if (0 < iVar3) {
do {
piVar2 = *(int **)pCVar5;
if (piVar2 != (int *)0x0) {
iVar1 = *(int *)param_1 + iVar4 * 0x18;
(**(code **)(*piVar2 + 0x28))(piVar2,iVar1,iVar1 + 0xc);
}
iVar4 = iVar4 + 1;
pCVar5 = pCVar5 + 0x54;
} while (iVar4 != iVar3);
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.