L L4D2node

CFuncRagdollFader::StartTouch

0x0051d5c0 · 52 bytes · __thiscall

_ZN17CFuncRagdollFader10StartTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CFuncRagdollFader::StartTouch(CBaseEntity*) */

void __thiscall CFuncRagdollFader::StartTouch(CFuncRagdollFader *this,CBaseEntity *param_1)

{
  if (this[0x440] == (CFuncRagdollFader)0x0) {
    FadeRagdoll(this,param_1);
  }
  CBaseEntity::StartTouch((CBaseEntity *)this);
  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)