L L4D2node

CRagdoll2::CSyncCreator::CSyncCreator

0x004a0c60 · 164 bytes · __thiscall

_ZN9CRagdoll212CSyncCreatorC2EPS_P15cache_ragdoll_tRK15ragdollparams_tP10C_Infected

Decompiled

undefined (5 params)

/* CRagdoll2::CSyncCreator::CSyncCreator(CRagdoll2*, cache_ragdoll_t*, ragdollparams_t const&,
   C_Infected*) */

void __thiscall
CRagdoll2::CSyncCreator::CSyncCreator
          (CSyncCreator *this,CRagdoll2 *param_1,cache_ragdoll_t *param_2,ragdollparams_t *param_3,
          C_Infected *param_4)

{
  *(undefined ***)this = &PTR_Execute_00c1c0a8;
  *(CRagdoll2 **)(this + 0x34) = param_1;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0x2c) = 0xffffffff;
  *(undefined4 *)(this + 0x30) = 0;
  *(cache_ragdoll_t **)(this + 0x38) = param_2;
  *(undefined4 *)(this + 0x4c) = *(undefined4 *)(param_3 + 0x30);
  *(undefined4 *)(this + 0x50) = *(undefined4 *)param_3;
  *(undefined4 *)(this + 0x3c) = *(undefined4 *)(param_3 + 0x28);
  *(undefined4 *)(this + 0x40) = *(undefined4 *)(param_3 + 0x1c);
  *(undefined4 *)(this + 0x44) = *(undefined4 *)(param_3 + 0x20);
  *(undefined4 *)(this + 0x48) = *(undefined4 *)(param_3 + 0x24);
  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)