CRagdollLRURetirement::LevelInitPreEntity
0x0051d770 · 67 bytes · __thiscall
_ZN21CRagdollLRURetirement18LevelInitPreEntityEv
Decompiled
undefined (1 param)
/* CRagdollLRURetirement::LevelInitPreEntity() */
void __thiscall CRagdollLRURetirement::LevelInitPreEntity(CRagdollLRURetirement *this)
{
int iVar1;
int iVar2;
iVar2 = 0;
*(undefined4 *)(this + 0xac) = 0xffffffff;
do {
iVar1 = iVar2 + 0xc;
iVar2 = iVar2 + 0x1c;
CUtlLinkedList<CHandle<CBaseAnimating>,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CHandle<CBaseAnimating>,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlLinkedList<CHandle<CBaseAnimating>,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CHandle<CBaseAnimating>,unsigned_short>,unsigned_short>>
*)(this + iVar1));
} while (iVar2 != 0x8c);
*(undefined4 *)(this + 0xb4) = 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.