CRagdoll2::SyncCreate
0x004a1e10 · 228 bytes · __thiscall
_ZN9CRagdoll210SyncCreateEv
Decompiled
undefined (1 param)
/* CRagdoll2::SyncCreate() */
void __thiscall CRagdoll2::SyncCreate(CRagdoll2 *this)
{
int iVar1;
undefined4 *puVar2;
iVar1 = *(int *)(*(int *)(this + 0x8b8) + 0x38);
FinishAddSolids(this);
AddNoCollisions(this);
AddConstraints(this,*(float *)(*(int *)(this + 0x8b8) + 0x4c),
(cache_ragdollsolid_t *)(iVar1 + 0x20),(int)*(short *)(iVar1 + 0x18),
(cache_ragdollconstraint_t *)
((cache_ragdollsolid_t *)(iVar1 + 0x20) + *(short *)(iVar1 + 0x18) * 0x38),
(int)*(short *)(iVar1 + 0x1a));
ApplyAnimationVelocity(this,(CUtlVector *)(*(int *)(this + 0x8b8) + 0x18));
puVar2 = *(undefined4 **)(this + 0x8b8);
if (puVar2 != (undefined4 *)0x0) {
*puVar2 = &PTR_Execute_00c1c0a8;
puVar2[9] = 0;
CUtlMemory<CRagdoll2::AddVel_t,int>::Purge((CUtlMemory<CRagdoll2::AddVel_t,int> *)(puVar2 + 6));
puVar2[10] = puVar2[6];
CUtlMemory<CRagdoll2::AddVel_t,int>::Purge((CUtlMemory<CRagdoll2::AddVel_t,int> *)(puVar2 + 6));
puVar2[4] = 0;
CUtlMemory<matrix3x4_t,int>::Purge((CUtlMemory<matrix3x4_t,int> *)(puVar2 + 1));
puVar2[5] = puVar2[1];
CUtlMemory<matrix3x4_t,int>::Purge((CUtlMemory<matrix3x4_t,int> *)(puVar2 + 1));
operator_delete(puVar2);
}
*(undefined4 *)(this + 0x8b8) = 0;
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.