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 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.