CRagdoll2::SetCollisionGroup
0x004a1af0 · 91 bytes · __thiscall
_ZN9CRagdoll217SetCollisionGroupEi
Decompiled
undefined (2 params)
/* CRagdoll2::SetCollisionGroup(int) */
void __thiscall CRagdoll2::SetCollisionGroup(CRagdoll2 *this,int param_1)
{
int *piVar1;
CRagdoll2 *pCVar2;
int iVar3;
if ((*(int *)(this + 0x86c) != param_1) &&
(*(int *)(this + 0x86c) = param_1, 0 < *(int *)(this + 8))) {
pCVar2 = this + 0x24;
iVar3 = 0;
do {
piVar1 = *(int **)pCVar2;
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 0x98))(piVar1,param_1);
}
iVar3 = iVar3 + 1;
pCVar2 = pCVar2 + 0x54;
} while (iVar3 < *(int *)(this + 8));
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.