L L4D2node

CRagdoll2::AddNoCollisions

0x004a1470 · 110 bytes · __thiscall

_ZN9CRagdoll215AddNoCollisionsEv

Decompiled

undefined (1 param)

/* CRagdoll2::AddNoCollisions() */

void __thiscall CRagdoll2::AddNoCollisions(CRagdoll2 *this)

{
  ushort *puVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = 0;
  iVar2 = *(int *)(this + 0x8a4);
  if (*(short *)(iVar2 + 4) != 0) {
    do {
      puVar1 = (ushort *)(*(int *)(iVar2 + 0x14) + iVar3 * 4);
      iVar3 = iVar3 + 1;
      (**(code **)(*g_pPhys2World + 0x58))
                (g_pPhys2World,*(undefined4 *)(this + (uint)*puVar1 * 0x54 + 0x24),
                 *(undefined4 *)(this + (uint)puVar1[1] * 0x54 + 0x24));
      iVar2 = *(int *)(this + 0x8a4);
    } while (iVar3 < (int)(uint)*(ushort *)(iVar2 + 4));
  }
  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)