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 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.