L L4D2node

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 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)