L L4D2node

RagdollExtractBoneIndices

0x004a4940 · 274 bytes · __cdecl

_Z25RagdollExtractBoneIndicesPiP10CStudioHdrP10vcollide_t

Decompiled

undefined (3 params)

/* RagdollExtractBoneIndices(int*, CStudioHdr*, vcollide_t*) */

int RagdollExtractBoneIndices(int *param_1,CStudioHdr *param_2,vcollide_t *param_3)

{
  int *piVar1;
  char cVar2;
  int *piVar3;
  char *pcVar4;
  int iVar5;
  int iVar6;
  int in_GS_OFFSET;
  char local_660 [1600];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  piVar3 = (int *)(**(code **)(*physcollision + 0xa0))(physcollision,param_3);
  iVar6 = 0;
LAB_004a4990:
  do {
    cVar2 = (**(code **)(*piVar3 + 0xc))(piVar3);
    while( true ) {
      if (cVar2 != '\0') {
        (**(code **)(*physcollision + 0xa4))(physcollision,piVar3);
        if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
          return iVar6;
        }
                    /* WARNING: Subroutine does not return */
        __stack_chk_fail();
      }
      pcVar4 = (char *)(**(code **)(*piVar3 + 8))(piVar3);
      iVar5 = _V_stricmp(pcVar4,"solid");
      if (iVar5 != 0) break;
      (**(code **)(*piVar3 + 0x10))(piVar3,local_660,0);
      if (0x17 < iVar6) goto LAB_004a4990;
      piVar1 = param_1 + iVar6;
      iVar6 = iVar6 + 1;
      iVar5 = Studio_BoneIndexByName(param_2,local_660);
      *piVar1 = iVar5;
      cVar2 = (**(code **)(*piVar3 + 0xc))(piVar3);
    }
    (**(code **)(*piVar3 + 0x28))(piVar3);
  } 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)