RagdollDestroy
0x004a4850 · 230 bytes · __cdecl
_Z14RagdollDestroyR9ragdoll_t
Decompiled
undefined (1 param)
/* RagdollDestroy(ragdoll_t&) */
void RagdollDestroy(ragdoll_t *param_1)
{
ragdoll_t *prVar1;
int iVar2;
if (*(int *)param_1 != 0) {
if (0 < *(int *)param_1) {
prVar1 = param_1 + 0x20;
iVar2 = 0;
do {
if (*(int *)prVar1 != 0) {
(**(code **)(*physenv + 0x5c))(physenv,*(int *)prVar1);
*(int *)prVar1 = 0;
}
if (*(int *)(prVar1 + 4) != 0) {
(**(code **)(*g_pPhys2World + 0x24))(g_pPhys2World,*(int *)(prVar1 + 4));
}
iVar2 = iVar2 + 1;
prVar1 = prVar1 + 0x54;
} while (iVar2 < *(int *)param_1);
if (0 < *(int *)param_1) {
prVar1 = param_1 + 0x1c;
iVar2 = 0;
do {
if (*(int *)prVar1 == 0) {
if (*(int *)(prVar1 + -4) != 0) {
(**(code **)(*physenv + 0x2c))(physenv,*(int *)(prVar1 + -4));
}
}
else {
(**(code **)(*g_pPhys2World + 8))(g_pPhys2World,*(int *)prVar1);
*(int *)prVar1 = 0;
}
*(int *)(prVar1 + -4) = 0;
iVar2 = iVar2 + 1;
prVar1 = prVar1 + 0x54;
} while (iVar2 < *(int *)param_1);
}
}
if (*(int *)(param_1 + 8) != 0) {
(**(code **)(*physenv + 100))(physenv,*(int *)(param_1 + 8));
}
*(undefined4 *)(param_1 + 8) = 0;
*(undefined4 *)param_1 = 0;
}
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.