L L4D2node

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 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)