L L4D2node

CRagdoll2::AdjustScale

0x004a0d10 · 138 bytes · __cdecl

_ZN9CRagdoll211AdjustScaleERK15ragdollparams_t

Decompiled

undefined (1 param)

/* CRagdoll2::AdjustScale(ragdollparams_t const&) */

void CRagdoll2::AdjustScale(ragdollparams_t *param_1)

{
  ushort *puVar1;
  int iVar2;
  uint uVar3;
  
  if ((*(float *)(param_1 + 0x8a8) == 1.0) || (puVar1 = *(ushort **)(param_1 + 0x8a4), *puVar1 == 0)
     ) {
    return;
  }
  uVar3 = 0;
  do {
    iVar2 = *(int *)(*(int *)(puVar1 + 4) + uVar3 * 4);
    if ((iVar2 != 0) &&
       (iVar2 = (**(code **)(*g_pPhysics2ResourceManager + 0x44))(g_pPhysics2ResourceManager,iVar2),
       iVar2 != 1)) {
      *(undefined4 *)(param_1 + 0x8a8) = 0x3f800000;
      return;
    }
    uVar3 = uVar3 + 1;
    if (*(float *)(param_1 + 0x8a8) == 1.0) {
      return;
    }
    puVar1 = *(ushort **)(param_1 + 0x8a4);
  } while (uVar3 < *puVar1);
  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)