CRagdoll2::~CRagdoll2
0x004a1f00 · 301 bytes · __thiscall
_ZN9CRagdoll2D2Ev
Decompiled
undefined (1 param)
/* CRagdoll2::~CRagdoll2() */
void __thiscall CRagdoll2::~CRagdoll2(CRagdoll2 *this)
{
undefined4 *puVar1;
int iVar2;
CRagdoll2 *pCVar3;
*(undefined ***)this = &PTR__CRagdoll2_00c1c0c8;
*(undefined **)(this + 4) = &DAT_00c1c124;
if (*(int *)(this + 0x8b8) != 0) {
(**(code **)(*g_pPhys2World + 0xcc))(g_pPhys2World,*(int *)(this + 0x8b8));
puVar1 = *(undefined4 **)(this + 0x8b8);
if (puVar1 != (undefined4 *)0x0) {
*puVar1 = &PTR_Execute_00c1c0a8;
puVar1[9] = 0;
CUtlMemory<CRagdoll2::AddVel_t,int>::Purge
((CUtlMemory<CRagdoll2::AddVel_t,int> *)(puVar1 + 6));
puVar1[10] = puVar1[6];
CUtlMemory<CRagdoll2::AddVel_t,int>::Purge
((CUtlMemory<CRagdoll2::AddVel_t,int> *)(puVar1 + 6));
puVar1[4] = 0;
CUtlMemory<matrix3x4_t,int>::Purge((CUtlMemory<matrix3x4_t,int> *)(puVar1 + 1));
puVar1[5] = puVar1[1];
CUtlMemory<matrix3x4_t,int>::Purge((CUtlMemory<matrix3x4_t,int> *)(puVar1 + 1));
operator_delete(puVar1);
}
*(undefined4 *)(this + 0x8b8) = 0;
}
if (0 < *(int *)(this + 8)) {
s_globalCount = s_globalCount + -1;
}
iVar2 = 0;
pCVar3 = this + 0x2c;
(**(code **)(*g_pPhys2World + 0xa0))(g_pPhys2World,this + 4);
if (0 < *(int *)(this + 8)) {
do {
iVar2 = iVar2 + 1;
(**(code **)(*g_pPhys2World + 0x24))(g_pPhys2World,*(undefined4 *)pCVar3);
pCVar3 = pCVar3 + 0x54;
} while (iVar2 < *(int *)(this + 8));
if (0 < *(int *)(this + 8)) {
iVar2 = 0;
pCVar3 = this + 0x24;
do {
iVar2 = iVar2 + 1;
(**(code **)(*g_pPhys2World + 8))(g_pPhys2World,*(undefined4 *)pCVar3);
pCVar3 = pCVar3 + 0x54;
} while (iVar2 < *(int *)(this + 8));
}
}
*(undefined ***)this = &PTR__IRagdoll_00c1bc88;
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.