RagdollIsAsleep
0x004a4d60 · 74 bytes · __cdecl
_Z15RagdollIsAsleepRK9ragdoll_t
Decompiled
undefined (1 param)
/* RagdollIsAsleep(ragdoll_t const&) */
undefined4 RagdollIsAsleep(ragdoll_t *param_1)
{
int *piVar1;
undefined4 uVar2;
ragdoll_t *prVar3;
int iVar4;
iVar4 = 0;
prVar3 = param_1 + 0x18;
if (0 < *(int *)param_1) {
do {
piVar1 = *(int **)prVar3;
if ((piVar1 != (int *)0x0) &&
(uVar2 = (**(code **)(*piVar1 + 0xc))(piVar1), (char)uVar2 == '\0')) {
return uVar2;
}
iVar4 = iVar4 + 1;
prVar3 = prVar3 + 0x54;
} while (iVar4 < *(int *)param_1);
}
return 1;
}
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.