L L4D2node

RagdollApplyAnimationAsVelocity

0x004a4730 · 282 bytes · __cdecl

_Z31RagdollApplyAnimationAsVelocityR9ragdoll_tPK11matrix3x4_t

Decompiled

undefined (2 params)

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

void RagdollApplyAnimationAsVelocity(ragdoll_t *param_1,matrix3x4_t *param_2)

{
  int *piVar1;
  ragdoll_t *prVar2;
  int iVar3;
  float local_90;
  undefined4 local_8c;
  undefined4 local_88;
  undefined4 local_84;
  undefined1 local_80 [12];
  undefined4 local_74;
  undefined4 local_70;
  undefined4 local_6c;
  float local_68;
  float local_64;
  float local_60;
  Quaternion local_5c [16];
  matrix3x4_t local_4c [60];
  
  if (0 < *(int *)param_1) {
    prVar2 = param_1 + 0x18;
    iVar3 = 0;
    do {
      MatrixInvert(param_2,local_4c);
      MatrixAngles(local_4c,local_5c,(Vector *)&local_8c);
      QuaternionAxisAngle(local_5c,(Vector *)&local_68,&local_90);
      piVar1 = *(int **)prVar2;
      local_68 = local_68 * local_90;
      local_64 = local_64 * local_90;
      local_60 = local_90 * local_60;
      local_74 = local_8c;
      local_70 = local_88;
      local_6c = local_84;
      if (piVar1 != (int *)0x0) {
        (**(code **)(*piVar1 + 0xec))(piVar1,local_80,&local_74);
        (**(code **)(**(int **)prVar2 + 0xd8))(*(int **)prVar2,local_80,&local_68);
      }
      iVar3 = iVar3 + 1;
      param_2 = param_2 + 0x30;
      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)