L L4D2node

RagdollSetupCollisions

0x004a33e0 · 393 bytes · __cdecl

_Z22RagdollSetupCollisionsR9ragdoll_tP10vcollide_ti

Decompiled

undefined (3 params)

/* RagdollSetupCollisions(ragdoll_t&, vcollide_t*, int) */

void RagdollSetupCollisions(ragdoll_t *param_1,vcollide_t *param_2,int param_3)

{
  bool bVar1;
  char cVar2;
  int iVar3;
  int *piVar4;
  int *piVar5;
  char *pcVar6;
  ragdoll_t *prVar7;
  int iVar8;
  int iVar9;
  int iVar10;
  int iVar11;
  undefined4 local_24;
  int *local_20;
  
  if ((((*(int *)(param_1 + 0x1c) != 0) || (param_2 == (vcollide_t *)0x0)) ||
      (iVar3 = (**(code **)(*physics + 0x2c))(physics,param_3), iVar3 != 0)) ||
     (piVar4 = (int *)(**(code **)(*physics + 0x28))(physics,param_3,*(ushort *)param_2 & 0x7fff),
     piVar4 == (int *)0x0)) {
    return;
  }
  bVar1 = false;
  piVar5 = (int *)(**(code **)(*physcollision + 0xa0))(physcollision,param_2);
  do {
    cVar2 = (**(code **)(*piVar5 + 0xc))(piVar5);
    while( true ) {
      if (cVar2 != '\0') {
        (**(code **)(*physcollision + 0xa4))(physcollision,piVar5);
        if (bVar1) {
          return;
        }
        iVar8 = *(int *)param_1;
        iVar3 = 0;
        while (iVar11 = iVar3, iVar11 < iVar8) {
          iVar3 = iVar11 + 1;
          iVar9 = iVar3;
          if (iVar3 < iVar8) {
            do {
              iVar10 = iVar9 + 1;
              (**(code **)*piVar4)(piVar4,iVar11,iVar9);
              iVar8 = *(int *)param_1;
              iVar9 = iVar10;
            } while (iVar10 < iVar8);
          }
        }
        if (iVar8 < 1) {
          return;
        }
        iVar3 = 0;
        prVar7 = param_1 + 0x28;
        do {
          if (-1 < *(int *)prVar7) {
            (**(code **)(*piVar4 + 4))(piVar4,iVar3,*(int *)prVar7);
          }
          iVar3 = iVar3 + 1;
          prVar7 = prVar7 + 0x54;
        } while (iVar3 < *(int *)param_1);
        return;
      }
      pcVar6 = (char *)(**(code **)(*piVar5 + 8))(piVar5);
      iVar3 = _V_stricmp(pcVar6,"collisionrules");
      if (iVar3 != 0) break;
      bVar1 = true;
      local_24 = 1;
      local_20 = piVar4;
      (**(code **)(*piVar5 + 0x2c))(piVar5,&local_24,0);
      cVar2 = (**(code **)(*piVar5 + 0xc))(piVar5);
    }
    (**(code **)(*piVar5 + 0x28))(piVar5);
  } 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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)