L L4D2node

RagdollSetupAnimatedFriction

0x004a2d90 · 186 bytes · __cdecl

_Z28RagdollSetupAnimatedFrictionP19IPhysicsEnvironmentP9ragdoll_ti

Decompiled

undefined (3 params)

/* RagdollSetupAnimatedFriction(IPhysicsEnvironment*, ragdoll_t*, int) */

void RagdollSetupAnimatedFriction(IPhysicsEnvironment *param_1,ragdoll_t *param_2,int param_3)

{
  char cVar1;
  int iVar2;
  int *piVar3;
  char *pcVar4;
  
  iVar2 = (**(code **)(*modelinfo + 0x18))(modelinfo,param_3);
  if (iVar2 == 0) {
    return;
  }
  piVar3 = (int *)(**(code **)(*physcollision + 0xa0))(physcollision,iVar2);
  do {
    cVar1 = (**(code **)(*piVar3 + 0xc))(piVar3);
    while( true ) {
      if (cVar1 != '\0') {
                    /* WARNING: Could not recover jumptable at 0x004a2e39. Too many branches */
                    /* WARNING: Treating indirect jump as call */
        (**(code **)(*physcollision + 0xa4))();
        return;
      }
      pcVar4 = (char *)(**(code **)(*piVar3 + 8))(piVar3);
      iVar2 = _V_stricmp(pcVar4,"animatedfriction");
      if (iVar2 != 0) break;
      (**(code **)(*piVar3 + 0x30))(piVar3,param_2 + 0x84c,0);
      cVar1 = (**(code **)(*piVar3 + 0xc))(piVar3);
    }
    (**(code **)(*piVar3 + 0x28))(piVar3);
  } while( true );
}

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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)