CFuncRagdollFader::FadeRagdoll
0x0051d200 · 75 bytes · __thiscall
_ZN17CFuncRagdollFader11FadeRagdollEP11CBaseEntity
Decompiled
undefined (2 params)
/* CFuncRagdollFader::FadeRagdoll(CBaseEntity*) */
void __thiscall CFuncRagdollFader::FadeRagdoll(CFuncRagdollFader *this,CBaseEntity *param_1)
{
CRagdollProp *this_00;
if (param_1 != (CBaseEntity *)0x0) {
this_00 = (CRagdollProp *)
__dynamic_cast(param_1,&CBaseEntity::typeinfo,&CRagdollProp::typeinfo,0);
if (this_00 != (CRagdollProp *)0x0) {
CRagdollProp::FadeOut(this_00,0.0,-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.