L L4D2node

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 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)