L L4D2node

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 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)