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 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.