L L4D2node

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 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)