L L4D2node

CRagdoll2::Physics2AfterOneSecondSimulate

0x004a1b50 · 125 bytes · __thiscall

_ZN9CRagdoll230Physics2AfterOneSecondSimulateEv

Decompiled

undefined (1 param)

/* CRagdoll2::Physics2AfterOneSecondSimulate() */

void __thiscall CRagdoll2::Physics2AfterOneSecondSimulate(CRagdoll2 *this)

{
  int *piVar1;
  int iVar2;
  CRagdoll2 *pCVar3;
  float fVar4;
  
  fVar4 = *(float *)(gpGlobals + 0xc) - *(float *)(this + 0x888);
  if (*(float *)(ragdoll_door_uncollide_time._28_4_ + 0x2c) <= fVar4 &&
      fVar4 != *(float *)(ragdoll_door_uncollide_time._28_4_ + 0x2c)) {
    SetCollisionGroup(this,3);
  }
  if ((*(float *)(ragdoll_force_to_sleep_time._28_4_ + 0x2c) <= fVar4 &&
       fVar4 != *(float *)(ragdoll_force_to_sleep_time._28_4_ + 0x2c)) && (0 < *(int *)(this + 8)))
  {
    pCVar3 = this + 0x24;
    iVar2 = 0;
    do {
      piVar1 = *(int **)pCVar3;
      if (piVar1 != (int *)0x0) {
        (**(code **)(*piVar1 + 0x74))(piVar1);
      }
      iVar2 = iVar2 + 1;
      pCVar3 = pCVar3 + 0x54;
    } while (iVar2 < *(int *)(this + 8));
  }
  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)