L L4D2node

RagdollApplyAnimationAsVelocity

0x004a4680 · 166 bytes · __cdecl

_Z31RagdollApplyAnimationAsVelocityR9ragdoll_tPK11matrix3x4_tS3_f

Decompiled

undefined (4 params)

/* RagdollApplyAnimationAsVelocity(ragdoll_t&, matrix3x4_t const*, matrix3x4_t const*, float) */

void RagdollApplyAnimationAsVelocity
               (ragdoll_t *param_1,matrix3x4_t *param_2,matrix3x4_t *param_3,float param_4)

{
  int *piVar1;
  ragdoll_t *prVar2;
  int iVar3;
  Vector local_40 [12];
  Vector local_34 [12];
  undefined1 local_28 [24];
  
  if (0 < *(int *)param_1) {
    prVar2 = param_1 + 0x18;
    iVar3 = 0;
    do {
      CalcBoneDerivatives(local_40,local_34,param_2 + *(int *)(param_1 + iVar3 * 4 + 0x7ec) * 0x30,
                          param_3 + *(int *)(param_1 + iVar3 * 4 + 0x7ec) * 0x30,param_4);
      piVar1 = *(int **)prVar2;
      if (piVar1 != (int *)0x0) {
        (**(code **)(*piVar1 + 0xf0))(piVar1,local_28,local_34);
        (**(code **)(**(int **)prVar2 + 0xd8))(*(int **)prVar2,local_40,local_28);
      }
      iVar3 = iVar3 + 1;
      prVar2 = prVar2 + 0x54;
    } while (iVar3 < *(int *)param_1);
  }
  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)