L L4D2node

CreateRagdollCache

0x004a2ca0 · 228 bytes · __cdecl

_Z18CreateRagdollCacheP10vcollide_tP20cache_ragdollsolid_tP25cache_ragdollconstraint_tP24cache_ragdoll2bodypart_tP15cache_ragdoll_t

Decompiled

undefined (5 params)

/* CreateRagdollCache(vcollide_t*, cache_ragdollsolid_t*, cache_ragdollconstraint_t*,
   cache_ragdoll2bodypart_t*, cache_ragdoll_t*) */

void * CreateRagdollCache(vcollide_t *param_1,cache_ragdollsolid_t *param_2,
                         cache_ragdollconstraint_t *param_3,cache_ragdoll2bodypart_t *param_4,
                         cache_ragdoll_t *param_5)

{
  void *pvVar1;
  short sVar2;
  short sVar3;
  short sVar4;
  void *pvVar5;
  
  sVar2 = *(short *)(param_5 + 0x18);
  sVar3 = *(short *)(param_5 + 0x1a);
  sVar4 = *(short *)(param_5 + 0x1c);
  pvVar5 = (void *)(**(code **)(*physcollision + 0xdc))
                             (physcollision,param_1,sVar3 * 100 + 0x20 + sVar2 * 0x38 + sVar4 * 8);
  pvVar1 = (void *)((int)pvVar5 + 0x20);
  _V_memcpy(pvVar5,param_5,0x20);
  _V_memcpy(pvVar1,param_2,sVar2 * 0x38);
  _V_memcpy((void *)(*(short *)((int)pvVar5 + 0x18) * 0x38 + (int)pvVar1),param_3,sVar3 * 100);
  _V_memcpy((void *)((int)pvVar1 +
                    *(short *)((int)pvVar5 + 0x1a) * 100 + *(short *)((int)pvVar5 + 0x18) * 0x38),
            param_4,sVar4 * 8);
  return pvVar5;
}

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)